So for key
design decisions like paint colours and furniture arrangement, Lindsay had carte blanche, which is pretty much a given when you're a designer at Toronto's Sarah Richardson Design.
To be fair, there's quite enough repetition already, so it's
design decisions like this that make all the difference.
I'm still a little unhappy with some of
the design decisions like the player count being a pretty low twenty and the lack of Galactic Conquest, but this demo hits hard.
Not exact matches
On Hockey Night in Belfast, the team with the social conscience and the well -
designed face - off plays works a backdoor for a tap - in goal, scores on a shorthanded two - on - one and so utterly treats its bitter rival
like a chew toy that after the fifth goal Nottingham goaltender Craig Kowalski makes an executive
decision to pull himself, bolting from his crease
like a man who suddenly has realized he has to pick up his daughter from soccer practice.
When it comes to crib bedding, it seems
like an overwhelming
decision for many parents — it has to be comfy and soft, but you also want a
design to match the nursery and your home decor style.
It seems
like every aspect of motherhood has some sort insidious aspect of it,
designed by a patriarchal society to make women feel guilty for feeling anything other than what some nebulous entity has decided they should feel, or making a
decision that doesn't follow some pre-determined path.
«This progress is happening in part because we learned the lessons from the difficulties of the early years — that it is better to focus less on the monumentalism of a project and more on hard and fast
decisions like pragmatic
design, construction milestones and budgets,» said Ward, in the speech.
But with problems
like game - stopping bugs and bad
design decisions all the ambition goes down the drain.
Carrying capacity and item management was never a problem, and there is very little management required on your part, which I thought was a good
design decision so that you can focus on more important things
like the story and combat.
I mentioned in my review of VF5 that, at some point a series» strange, off - putting
design decisions just becomes that game's style, and can no longer be questioned or critiqued: If you didn't
like endless cutscenes and almost no gameplay, then why are you «playing» a Metal Gear Solid game?
What if we could
design a school where the student was at the center of every
decision we made, rather than the adults» schedule being the focal point... what would that look
like?»
It's also important to know who has the final say on important
decisions like eLearning course
design, upgrades, and eLearning course material.
There have been questions about the quality of the study, but this merely underscores one of NAS's fundamental problems: the lack of independent, reliable research on the effectiveness of its
designs, a deficiency that allows
decisions like Memphis's to be made more on the basis of politics than sound evidence about what works.
Like most substantial changes,
designing a blended learning program involves a major shift in thinking — but it's a reachable goal if the parties involved come together to make the following important
decisions.
Districts may
design school choice programs in a way that achieves diversity or avoids racial isolation using race - neutral factors (such as socioeconomic status) or generalized race - based factors that look at things
like the overall racial composition of neighborhoods but do not involve
decision - making on the basis of any individual student's race.
What I can say is that in a data - driven system, schools
like BCHS that are explicitly
designed to take the students with the worst data need to be very carefully reviewed when
decisions are made based on their data.
For his part, Bosma says he felt
like the process to
design an accountability system was «moving quickly» but it was former Superintendent Bennett's
decision to proceed.
Not a dealbreaker, and you might not notice the stool -
like feel if you're not a six - footer
like your reviewer, but it felt
like a curious
design decision all the same.
Or not — one thing about Mazda's
design decisions is that there are a certain number of people out there who won't
like the style, and Mazda is okay with that.
With that said, a purchase
decision will probably boil down to just a couple of things, with things
like the overall body style and interior
designs taking president over things
like power output and performance.
I was fortunate to have a team of talented and creative professionals to help me with things
like cover and interior
design of the book, but I still had to show up, make
decisions, approve proofs, suggest changes, write cover copy, and an assortment of other things.
But making
decisions can slow the process down and allow for some important ingredients to be opted - out - of (
like editing, or custom cover
design, or marketing services).
One quirk with the
design was the
decision to put the power button along the right side of the device instead of on top
like almost every other handset, and it took a little getting used to.
Like other independent publishers you will have to make a number of
decisions ranging from the size of the book to
designing its cover page to the platform to be used for the publishing of your book, which is not easy for an unprofessional publisher.
As part of that, Spring
Design shared various features, design decisions and the like; those features, they claim, subsequently showed up in the nook, a device B&N had not revealed it had in develo
Design shared various features,
design decisions and the like; those features, they claim, subsequently showed up in the nook, a device B&N had not revealed it had in develo
design decisions and the
like; those features, they claim, subsequently showed up in the nook, a device B&N had not revealed it had in development.
In short, getting a publisher or a publishing deal is often not a great idea, because most small presses won't market you or might even screw up basic things
like cover
design, and you'll have less control to make smart marketing
decisions so your book may perform worse.
Credible's credit card marketplace,
like Credible's other product verticals (student loan refinancing, private student loans and personal loans), is
designed to provide you a free and transparent platform that allows you to make side - by - side comparisons of financial products so that you can make educated
decisions as to what product best suits your needs.
Robo advisors
like Betterment, Blooom and LearnVest are
designed to help even the most novice investor make better financial
decisions.
Rules that I use,
like «Do Half» and the portfolio management rules are
designed to keep me from making rash
decisions influenced by my emotions.
Another interesting
design decision comes in the form of background scenery which all looks
like it has been smeared in Vaseline.
It could be argued that this is a deliberate
design decision to make the locations more dream -
like in appearance, but personally it left me feeling irritated,
like I was constantly staring at a vista that had somehow been smeared in Vaseline.
The omission of the «jump» button was a very deliberate
design decision, almost
like a statement against other shooters of the time.
Battleborn has a lot of potential, but odd
design decisions look
like it'll ultimately derail the experience.
It's too clunky, it feels
like an after thought and is ultimately dragged down by confusing
design decisions for a PC version of a well - respected title.
I'm not going to re-tread these points (but you can HERE if you would
like read it) but the TL; DR version is that the game is more fun to play because of the
design decisions made by Epic.
Occasionally we'll come across some
design decision / level / section or the other that genuinely makes playing the game feel
like a «waste of time» as most people often claim.
Grinding is practically unnecessary and, as a result, it never feels
like I Am Setsuna is looking to simply waste your time, a
design decision I can always appreciate.
The poor
design decisions in Valkyria Chronicles II turned the borderline series with critical acclaim into one that seems financially poisonous, and a release with no real marketing
like Glory of Heracles will lead to the rest of the franchise facing a steeper climb.
This wasn't a huge deal for me personally, but it does feel
like a strange
design decision either way.
Of course, this isn't the only way to make a multi-class system, but I think these are generally sound
design decisions if you want to make a multi-class system as seen in many RPGs (
like FFT, Blue Dragon, Bravely Default, Wild Arms XF, etc).
It just feels
like so many of the
design decisions in Sanctum 2 were arbitrary additions as opposed to carefully through - out improvements on the
design of the first game.
For customers
like me, this is a buy - no - buy
decision, because I don't have the time to replay your game over and over just because the save game system is
designed for «hard mode» or rogue
like.
Where inconsistencies occur,
like someone being able to sprint forever despite carrying 50 kg of stuff, they are generally deliberate
design decisions and not oversights.
While this won't be a «
design by committee,» and the development team will make the final
decisions, when it is appropriate to open it up to the community for things
like available weapons, community members will have opportunities to vote and discuss with dev team members before the final
decisions are made.
We're sure you'll sympathise when you learn that Anderson reacted by carefully and knowingly approving a series of long - term infrastructure projects
like deliberately low bridges which made the waterfront area of the city inaccessible to buses, a
decision designed to make it difficult if not impossible for poor black people to visit the rich areas of town.
Things
like design decisions, being a premium experience devoid of in game ads or micro transactions and scope were discussed, and there was even mention of a Kickstarter popping up in May.
Depending on your history with videogames, there are certain elements of Prey that might not make sense, or seem
like strange
design decisions.
We should also mention that we
liked the
design decision to hide a giant spinning gold coin in each level — a nice throwback to the Donkey Kong Country games of yore.
According to SEGA the game will feature «revolutionary dynamically deformable terrain», so basically we should expect a lot of mud, gravel, snow and dust effects, with proper ruts in the courses on repeated contact with tyres, which seems
like an obvious and justified
design decision.
Being that the story and character arcs are entwined into the experience, I will not spoil any major plot points or experiences, but be warned, it would be a travesty to review something
like this without lightly touching upon parts of the story and
design decisions.