Sentences with phrase «core gameplay design»

Play it in - browser, via the free Unity3D plug - in, at PlayJoyride.com For this hobby videogame project I served as project lead (original concept, core gameplay design, team management) and engine programmer, in addition to designing one stage and doing a little bit of art.
Game quality is measure in core gameplay design, accessibility, and replayability factor.
Why not develop full - fledged games based on Nintendo's popular franchises with a fitness aspect added into the core gameplay design?
For this hobby videogame project I served as project lead (original concept, core gameplay design, team management) and engine programmer, in addition to designing one stage and doing a little bit of art.
By Relic's standards Company of Heroes 2 is an extremely conservative sequel, but the superb core gameplay design was in no need of major alteration.

Not exact matches

Even if Quake 1 was different from Quake 2 they had same Gothic Punk Hard Core Design and gameplay.
We wanted to create an RPG that featured hacking not as a stand - alone mini-game, but rather as a legitimate solution to game problems, a core gameplay mechanic rooted deeply in the story and level design.
From sound design to art design to core gameplay mechanics, every aspect of the paper premise has been explored.
And, thanks to the then - new tech on display, SMW packed in even more bits of ingenious design to the already impeccable core gameplay.
You will work together with the core design team to design and implement the systemic and gameplay features of an epic open world game;
One of the hallmarks of excellent game design — exemplifying a powerful grasp of both control mechanics and level design — is the ability to create endless new spins on the core gameplay without adding any conspicuous extra elements.
Fantastic visual design and a catchy soundtrack complement the core gameplay beautifully, making it a pleasure to enjoy the aesthetic aspects.
Both lead their design by ensuring that no player will ever need to dig into the arcane depths of passive buffs, synergistic perk clusters, and so many numbers in order to do well, but both are also designed so that players who do want to pull out the spreadsheets can reimagine the core gameplay with notable versatility.
At its core, the game was fun, with interesting level designs and fairly solid gameplay.
Beautiful design work, humourous absurdity, legitimately great music, all working to support the great core gameplay.
And it has to be said that even if the designs of the missions themselves are lackluster, they are fun thanks to the core gameplay mechanics.
Now take the above two points into consideration with track design that is incredibly tight and narrow and the core gameplay experience is just terrible, and this is without doubt one of the worst racing games I have ever played.
As with other gameplay elements in Fortune, the Good & Evil design is core to Fable and brings a wealth of options to deckbuilding and in game choices.
They were totally different games in terms of visual design and core gameplay, complete with a more Tecmo Bowl - ish horizontal field of view instead of the 16 - bit game's vertical perspective.
One of the strongest gameplay design elements in The Legend of Zelda series is the unique core mechanics the games are typically built around.
From a design standpoint, this is more polished in terms of the core gameplay mechanics (as there are more of them and balanced to a greater degree).
They started working on the high - level game design and creating a short animated movie showing some of the core gameplay mechanism and general visual style of the game.
The best thing about career mode is how it blends together all of RIGS» mechanics and design decisions both inside and outside of the core gameplay experience.
So overall, Destiny is a game that has some bad storytelling and some unbalanced multiplayer, but the core gameplay is one of the best in the genre and the design of the universe is one of the finest examples I've ever seen.
What makes Devil May Cry's difficulty so perfect is simply how deliberate the design is, both in the core gameplay and in regards to the multiple modes.
Destiny is a game that has some bad storytelling and some unbalanced multiplayer, but the core gameplay is one of the best in the genre and the design of the universe is one of the finest examples I've ever seen.
Novel content, narrative, settings, character designs, artwork, audio or plots - unless they affect the core gameplay in a major way.
Why it needs help: Though we enjoyed Resident Evil 6, we definitely felt like it was the weakest in the core franchise (as we mentioned in our Resident Evil 6 review), mostly due to conflicted gameplay and poorly designed bosses.
A set of alternative gameplay modes we've designed in addition to the competitive core game — Knockout, for instance, is a sumo - like variant that gives each team a ball that they'll need to defend while trying to push the other team's ball out of the ring.
Called this years ago... Started shouting when Ryse came out... that it would eventually lead to this... Core gameplay mechanics and game design being effected by micro transactions.
The game pulls heavily from old classics and provides an aesthetic that would seem right at home with them, but uses modern gameplay design to change the core experience in a wholly unsatisfying way.
The core gameplay mechanics and level design are also similar, but Underworld at least adds more gunplay and some more complex puzzles.
For all the risks Mirror of Fate takes in terms of story and aesthetic, its core gameplay feels mired in antiquated design that just doesn't feel that relevant anymore.
Gameplay Enhancements: WWE 2K15 will significantly improve the core gameplay experience through key additions and improvements designed to elevate the franchise now and into theGameplay Enhancements: WWE 2K15 will significantly improve the core gameplay experience through key additions and improvements designed to elevate the franchise now and into thegameplay experience through key additions and improvements designed to elevate the franchise now and into the future.
Of course, it also helps that the core gameplay remains just as good thanks to great design and a unique take on the strategy genre that has yet to really be challenged by other developers.
Brian: The whole aspect of using music as a key aspect of the core gameplay and having great graphical design was the main excitement.
Not only the core gameplay, but also most of the in game menu navigation is compatible to the \» shoulder button only \» interface design.
All of this is focused on the core stealth gameplay, which works really well in many of the smartly designed levels (though the developers did opt to recycle levels in the second half of the game).
Not yet in alpha, it's being developed by a small team who are working on prototypes, designing concept art, composing soundscapes and developing core gameplay mechanics.
The core gameplay has been tested pretty thoroughly and we're satisfied that it's fun and balanced, though we'll no doubt continue to iterate on the design.
As I write those words it sounds ridiculous, but everything about the core gameplay is beautifully designed and kept me wanting more.
So that's the core gameplay and how the basic level design works here.
Our initial goal will allow us to produce a game which retains the core gameplay and design concepts without sacrificing the depth of the simulated city.
The core concept, gameplay design, and art direction of the game is fully realized and definitely gives players a great and original experience that we hope they will enjoy.
Though taking a more methodical approach in its design than the most recent offerings, there's a definite sense of renewed interest within not just the historical - era setting, but within the stripped - back gameplay that once again forms the core experience.
This will be closer to a 1:1 remake with updates to the weapon / character designs but without altering the core gameplay of the original.
The game is exquisitely designed, taking a simple core gameplay mechanic and designing an ever - evolving, complete game experience around it.
The platformer's core gameplay remains as fantastic as it ever was, incorporating superb level design and a deliciously challenging campaign.
«I think the games that successfully do loot box systems are designed around them completely from the outside and they're a core part of the gameplay loot, whereas as our loop, it's more based on the gameplay action itself, then gathering items, then using that to create better gear, and then using that to go and do more action gameplay,» Game director Kaname Fujioka explained.
Unit 13 showcases the strengths of the PlayStation Vita fairly well, with the quality of its core gameplay complemented by the accessibility of its mission design.
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