Sentences with phrase «design decisions like»

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 develoDesign 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 develodesign 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.
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