Sentences with phrase «design of the game meant»

Not exact matches

Oculus and Vive developers must keep variable PC specifications in mind while working on their games, but designing for the PS VR means just one set of standards.
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.
If you had designs on a think piece about the Death of the All - Star Game and What It Means For Baseball, well, have at it.
This game was designed to give youtubers, like PewDiePie, another means of entertaining stupid tweens -LCB- or anyone else with a pedestrian sense of humor -RCB-.
The difficulty of the quest will dynamically alter based on if you travel with others or not, meaning the game can be soloed if you want — but really, World is designed to be experienced with others, with players mixing and matching the wide range of weapons and abilities to take on monsters in a coordinated way that resembles the best MMO raids.
It's already been confirmed, that Wii U is indeed more powerful than the PS3 & 360, also Wii U's GPU has the ability to act and perform the same functions as a CPU, so that means the GPU can take alot of slack off of the Wii U's CPU, and that's what's going to make it possible for Wii U to keep up with the PS4 and next Xbox, it's called a Memory Intensified design, and it's a unique and very clever design of hardware by Nintendo, Wii U has a bit more power under it's hood than you think, just wait till 3rd partys start to master Wii U's hardware, I see good games on Wii U's horizon.
This whole game is designed with speed in mind, even if it means you might miss some of the game's impressive visuals.
One of the downside to this is that some of the game design is antiquated in a sense, because of the way the levels are designed, however it doesn't mean the game is any less fun.
This doesn't mean the PS4, Xbox One and PC version are not good, since they still retain the charm and fun of the game, although it is clear some of the mechanics were designed for the Wii U.
This is one flawed design concept because of the open world nature of the game, it means you will have to repeat tasks to gather Intel before you can even attempt the next mission.
The intervention involved direct teaching of word meanings; teaching and raising awareness of words with multiple meanings; systemic teaching of word analysis skills including roots and affixes; engaging students in word games, riddles, and other activities designed to promote deeper understanding and use of the words in new and meaningful contexts; and finding the words outside of school.
As handy as it is, the main keyboard is truncated, which means it really is designed for making numerical entry easier at the sacrifice of alpha - numeric typing (as I think about it, there are a few games out there that could benefit from this little addition as well).
The two share great camaraderie, and together they design an innocent game meant to mimic the inherent risks and consequences of life.
The company has assembled a team meant to assist developers with design, testing, launching, and marketing of apps and games for its device.
This can mean coding and scripts, seminars on artificial intelligence, law, hospitality, entrepreneurship, resume and interview skills, programming, video game design or hundreds of other fields.
However, on the other hand the design of the board does mean that after a few games you can shift the shape of the playing field to help keep things fun and interesting.
While not exactly meant as a deep exploration of game design, it's pretty awesome that our beloved medium is looked to for potential tools that can lead tomorrow's business leaders in new directions.
This, doubled with the cartoon stylings of the game, means it has quite a bit of promise from a design perspective; the execution is just quite rough around the edges at this stage of development.
Out of sight hasn't meant out of mind for the developers of Feist, the silhouette - heavy side - scroller that walked away with the titles of Best Overall Game and Best Visual Design in the 2008 Unity Awards and Student Showcase winner at the 2009 Independent Games Festival.
Discovered by M2G, the LinkedIn listing, posted last Tuesday, calls for an individual with «a broad understanding and experience in both multiplayer and single player game design» and uses the words «action,» «shooter» and «realistic» to describe the project; we're hopeful this doesn't mean Activision has branched out Call of Duty to yet another studio?
The way the game is designed means you'll be pumping out huge amounts of units in very little time, but for the most part each planet can be navigated by a scout a mere 30 - seconds, or perhaps a few minutes on even the largest bodies created specifically for size.
I mean, it helps to hear about the theory of game design and to get some artistic education, but we are in an era where... making a game is like writing a book, if you want to do it, you can do it.
Update: Turns out that by «the next Uncharted game» they actually mean «help design a character for an existing game»; the contest's winner will in fact merely assist Naughty Dog in the creation of a new multiplayer character for Uncharted 3, unique taunt and all.
Sakurai: Do you mean more as far as the overall game design, or in the process of development making minor adjustments to the game?
It was a game that pushed the boundaries of what playing online meant, and challenged the fundamentals of game design for its time by forcing players to interact instead of speak.
What I mean is, not just are their games a visual spendor of minute detail to look at, but everything down to subtle animations and environment interactions and sound design all add to a magnificent sense of realism in their games.
And by «dream», I partly mean it plays like what I fantasize Konami would have created if they had decided to try to make a Castlevania game to bridge the design gap between the Classicvanias and the Igavanias, and it somehow took place in a timewarp that resulted in it coming out at the tail end of the 8 - bit era.
She's unique because of her life - long desire to be a game designer, meaning that she wants to win Solarversia more than anyone (the winner gets to help design the next game in 2024).
What that means is that you'll find yourself traversing designed routes, as opposed to having the freedom to explore every inch of the game's environments.
But while Vampire Killer is by no means a bad game, most consider Castlevania as the template for the first ten years of the franchise, and its rigid physics and highly deliberate level design have yet to be matched.
While they are faster than the previous generation, they are not an order of magnitude faster, which means that we might have to make compromises again in the game design to maintain frame - rate.
Nobody told this little studio that launch titles aren't meant to make the rest of the year's games look like they were designed by masturbating chimps on unicycles.
Regarding your ideas of providing experience - focused game design, Thomas, I agree that is an underexplored area, since it has not gained commercial widespread success, even if the approach is by no means new (see Facade and the already mentioned Storytron along with the entire debate on Interactive Fiction / Interactive Narrative).
However, it struck me afterward that those too - predictable monster closets and the overabundance of enemies in general were likely unavoidable consequences of designing a game meant to fit a pair of players.
«The design demands of Brutal Legend were such that trying to develop the game using an existing FPS engine would have proven difficult, but having the initial access to the flexibility of Unreal Script meant we could test some of our early RTS ideas right on our development PCs.
I mean the whole Wii interface is designed to give you very easy to use, customizable choices of software and games at your fingertips and early on this was the case; I loved it, especially that I could DL great classic games.
We had a terrific starting point to build from, by which I mean all the work that went into Mass Effect's world building, and now after a year and a half of designing tons of new content and perfecting new features we have a pretty complete next game in the series.
The goal of the talk is meant to be an explosion for your game design senses and it will consist of an educational and inspirational mix of quirky videos, interesting anecdotes and thought provoking games from GGJ 2009!
All of these devices are impressive multifunctional devices, with designs meant to encourage gameplay on the go, integration with the Internet, backwards compatibility to previous games, and so on, but each goes about this in different ways.
It isn't an utterly abysmal game by any means, a reasonably slick continuation of the entwined 3D race - course and retro 2D platforming stage design that reached its apex in Sonic Generations.
I guess this is down to the power of the PS3 as much as the game design - but that does nt mean I wouldn't like to see it ramped up.
- 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
Ever since episode 2, Children of Arkham, the frame rates and visual style has remained the same (meaning good quality in terms of design and decent with frame rates) so we will focus on the intro the story and what choices are available in the game.
While the game constantly encourages you to using a sniper rifle as your main weapon of domination and death, the open design of the levels mean you can tackle every mission how you wish, including just grabbing an MP40 and going for a full frontal assault, as there's no penalty for being spotted.
- WorldNeverland — Elnea Kingdom will be released in Spring 2018 in Japan - meant to celebrate the 20th Anniversary of the WorldNeverland series - version has been designed to be playable offline, without having to be connected to the internet - features a fully redesigned UI - that redesign was more or less mandatory, since we're going from a vertical display (smartphones) to a horizontal one (on Nintendo Switch)- it will be completely separate from the mobile version, and you will not be able to transfer data from and to the mobile game (similarly, the password system from the mobile version is not supported)- you will be able to create up to 4 save data files.
First off, the «hog and his fox - friend: Showing up between Sonic the Hedgehog 2 and Sonic 3, Triple Trouble is also somewhere between those games in style and level - design: there's a good deal level interaction, meaning more traps and gizmos, as well as some sly level - based storytelling (not to mention Knuckles and his favorite hobby of throwing a lever to send Sonic tumbling into the next level).
While it is easy to imagine the meaning of that word in the narrow sense of graphic design for characters and the like, in this article we're going to take a deeper look at the question of «what is game design
-- Handcrafted 2D graphics with explosion animations galore — Cutesy gore art and cheeky humor all perfectly balanced to enhance the gameplay — Multi-layered parallax backgrounds that draw the player in — The brash, but lovable anti-hero, Harry... aka... you — 30 levels crammed with relentless waves of bug assaults and evolving game design — 5 Merciless boss fights that are not meant for the timid or meek hearted — Dozens of different types of ferociously quirky bugs to slaughter — Coin hoarding to your heart's content — An arsenal of firepower to slice through the bugs like soft, melted butter — Upgradeable Weapons to make any trigger happy player smile — Turn the bugs to dust with the pitiless Power - Ups and feel free to beef them up at your leisure — Customizable suits because that color really does suit you — Complete missions and earn your stars of valor — With the ability to customize and upgrade weapons and power - ups, no two rounds are alike.
There are VR games designed to help surgeons practice operations, horror games meant to terrify rather than entertain, or games designed to give the viewer a simulated experience of refugee life.
Although at its core the central point of the game's design is to not starve, by any means necessary.
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