Sentences with phrase «current game design»

In the meantime, PGR4's Gareth Wilson took the audience on a high - speed journey behind the scenes of current game design.
Although not always consciously realized by the player, audio is a large part of the current game design process and plays a vital role in evoking player emotions.
HF: «We can't really say much at the moment but there are lots of things in this current game design we still want to explore.
But XCOM: Enemy Unknown may have been the first current game designed for high - end systems to receive a full, feature - complete port to the iPad.

Not exact matches

To me, the best point in this discussion is made by Stewart Mandel: whether we like it or not, the current system is designed so that any talk of resumes is meant to determine who plays in the national title game.
Former Blues striker Hasselbaink believes their current system is perfectly designed to counter Arsenal's possession - based attacking game and can only see one outcome in the Sky Live game.
It runs current PC games well, offers awesome audio, and has a high - end design.
In the glam of the current year, the styles, prints, and varieties of fashion bottoms include Butterflies & Dragonflies legging, polka dots, checked ones, galaxy printing, stripes, animal prints, zebra & leopard prints, Egyptian inspired patterns, geometric patterns, alphabetic & hand writing prints, monochrome cartoons imprinted, hearts design, sports & skeleton leg wears, gradient effects, retro gamer leggings, glittered, sequin decorated, Halloween inspired, floral prints, snowflake leggies or leggings, plain colored tights, knitted & laced leggings, multi-printed tights and many others too.
Praised for its unique world design, wide array of strategic action and fascinating story line, it instantly became one of the most celebrated games of the current generation.
Splatoon outfits have also been announced to appear for the Mii Fighters this summer but there are no current designs as to what they might look like for the game.
We talked with senior producer Jim Boone and design director Scott Phillips about trying to make a game while your publisher implodes, the trauma (or lack thereof) of changing corporate horses midstream and what exactly the team has in store for a current - gen title in a next - gen year.
The event included sessions on architectural engineering, automotive engineering, computer programming and games design which were delivered by college teachers supported by current students and apprentices.
Some have argued that current games such as MineCraft and Civilizations can be adopted to be used to teach social studies topics, but they were not designed specifically for social studies classrooms.
Teacher education and teacher professional development programs should increase future and current teachers» awareness of and experience with game - based learning environments designed to help students develop scientific inquiry skills and 21st - century skills (e.g., River City) beyond simple drill - and - practice games and simulations.
Thanks to new technologies, current serious game authoring tools enable Instructional Designers to design 3D simulations really quickly and easily.
Experience performance improvements designed to take advantage of the current generation of multi-core, GPU - enabled processors to deliver Flash videos, games and other interactive Web content on the latest smartphones and tablets.
Clearly based upon the board's words they are completely correct in asserting that the game is unsuitable for minors, but once again this is a case of a game being designed for an adult audience and not for minors, which is where Australia's current rating system fails entirely.
Works with game designers, engineers and artists to help make the design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videodesign vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videoDesign Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videoDesign Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videodesign revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video games
Additionally, we decided to rewrite the renderer to be physically based like a lot of other current generation game engines,» said John Pearl, Design Director of Gunfire Games.
This article is available in Japanese on Game Design Current.
Praised for its unique world design, wide array of strategic action and fascinating story line, it instantly became one of the most celebrated games of the current generation.
This latest entry into the franchise features the studios newly developed Dawn Engine ™, designed to support Eidos Montréal's creative vision for both current and future game development.
It's not just about hardware design, it's about developers tailoring their game tech accordingly - it's also the basis on which Criterion Games produced some of the best - looking racers of the current generation, without short - changing PS3, 360 or Wii U owners.
This article is available in Japanese at Game Design Current.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Cue Unity, one of two Creed games arriving this year, but the very first to be designed specifically for current gen technology, the aging systems rebuilt and redone in order to freshen the franchise up.
I was very pleased to meet Hitoshi Sakimoto, one of my favorite composers behind the soundtracks of such great games as Final Fantasy Tactics, Breath of Fire: Dragon Quarter, and Gradius V. Vic Ireland (Working Designs, Gaijinworks) stopped by and we talked about CSH, Summon Night 5 (their current project), and RPGs in general.
In our current world of progressive computer technology, video game design has risen as a prominent and lucrative industry that's only projected to grow larger.
This is the first game to use the current - era incarnation of their design.
In addition to compensation numbers, we wanted to see what some of the business terms and creative issues were current in game music and sound design.
What I'm describing is not an alternate reality racing game, but rather the actual current state of fashion design games, using racing games in substitution, to illustrate that fashion games are firmly ensconced in a pink ghetto of lifestyle brainwashing gadgets for girls.
While having the look of a child in his current appearance (as like most of the members of his species do), it can be arguable that his earlier appearances (especially in his game appearances during the Nintendo 64 era) portray him as looking much more childish in design with his very large head and miniature body (more so than his current appearance).
This game also introduces Dry Bones» current design, with him more resembling an actual Koopa Troopa.
We need more games to be specifically designed for current - gen consoles.
After that, I had a small venture at yet another game company where I had the opportunity to design a series of fighting games after we finished the current project but... once we finished that, the fighting games were put on hold.
The sound is minimalistic while in a game to allow for concentration while the music in the menus are suitably strong and the menus are slightly cumbersome to navigate with the easiest being the scroll wheel which indicates that the menu was more designed with the console in mind being available on all current and last generation consoles as well as on iOS and Android tablets.
«NBA 2K14 for PlayStation 4 and Xbox One distinguished itself by providing an entirely new experience designed specifically for next - gen platforms, featuring all - new game modes distinct from the current - gen version of NBA 2K14.
Unfortunately, the series became rather stale in this current generation; forcing gimmicks like the motion control skateboards that were a commercial flop, and different game play designs that just weren't hitting the mark.
Below are my current Design Experiments, small free games focusing on just a few core mechanics and polishing them.
Over 2,000 students participated in game design courses and game jams, and nearly 400 games were submitted about three themes: Climate Change (supported by NOAA), Future Communities (with Current by GE) and Local Stories & Immigrant Voices (sponsored by the National Endowment for the Humanities).
07:38 PM in Architecture, Art, Current Affairs, Design Theory, Film, Game Industry, Games, Music, Politics Permalink Comments (1)
You're going to be presented with so many opportunities to progress your character, to care about how you look and how you customise yourself, and who you play with and how you play with them, but ultimately it's a game we're very focused on designing for people who just love to play the current generation of online shooters.
This article is available in Japanese on Game Design Current, in French on Squaremusic, and in Italian on Gamesource.it.
To accomplish this, we are implementing new ways of puzzle design and use new game mechanics: We will, for example, be introducing new and easy - to - learn one - click controls, which adjust to the current gameplay situation, allowing players to understand puzzles and situations more intuitively.
He is an outspoken advocate for pushing the current boundaries of design and interactivity, so that games will achieve their full potential as this century's premiere art and entertainment form.
These tools have been designed to help developers make better Android games and is an expansion of Nvidia's current suite of tools for PC game developers called GameWorks.
Influences from television, Internet, character design, animation film, music, fashion, and of course games, collide in their seminal action figure series Tofu Family reflecting the current frictions between an omnipresent global and a diversified local imagery, as well as presenting the weirdest universe you can possibly think of.
Just the thought of a new Jet Set Radio game designed for current or next generation consoles has me giddy with excitement.
03:23 PM in Art, Current Affairs, Design Theory, Game Criticism, Game Developers, Game Industry, Game Reviews, Games, GDC, GDC09, Lectures, Meaning, Travel Permalink Comments (12)
a b c d e f g h i j k l m n o p q r s t u v w x y z