Sentences with phrase «design of this game worked»

With the bongos, the distinctive style and design of this game worked very well.
The open design of the game worked well and the story was surprisingly well connected to the earlier games.

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.
«When we were designing the space, we wanted to figure out ways for people to go back there for new experiences in the same space,» says Carlton DeWoody of the New York firm Reunion, designer of the Wildwood Lodge, listing coffee breaks, work time, social hour, meals and other uses supported in a lounge filled with trivia and board games.
And that's before we start talking about the coming $ 20 - a-year subscription service («Nintendo Switch Online») designed to offer access to an ever - expanding library of classic Nintendo games, or the «Smash Bros.» game that's in the works.
Littman, the founder of educational computer game designer Morphonix, says she works with a bunch of guys most comfortable solving digital problems, so when she wants to get something new out of them, she finds some way to make them act like the children for whom they design the games.
Sports fans and Twitter may go together, but it's still a bit of a stretch to see how a service that is fundamentally designed to distribute short bursts of content works with a three - hour program like a football game.
Over the years, Lungren worked with Ikea founder Ingvar Kamprad to perfect this game - changing way of designing and delivering affordable furniture.
BitCrystals were designed to purchase new card decks and game items while working as the medium of exchange within the game - play.
«As always, the entries for GPI's 2010 Clear Choice Awards represent some of the best in new packaging and show off the great innovation and design talents that keep the packaging industry working at the top of its game,» says Joe Pryweller, Managing Editor at Packaging Strategies.
The gorgeous Robert Trent Jones Jr. & Sr. designed Laguna Seca practice facility and Golf Course is the ideal getaway for any type of golfer no matter what season you want to work on you game.
The camp is designed to work on and improve each fundamental skill (shooting, passing, dribbling, rebounding, and defense) through individual and group lessons that culminate in the playing of team games.
If Carroll agrees to such conditions, he will be welcomed back for pre-season training - and special work designed to increase his mobility and adapt him to the demands of Rodgers» high - energy passing game.
Most of the crucial work in game interface design revolves around keeping players notified of potential rewards available to them and how much those rewards are needed.
Computer scientists from the University of Lincoln, UK, the University of Copenhagen, Denmark, and University College Cork, Ireland, worked with a leading special needs school in Lincoln to examine whether new motion - based gaming technologies and interactive design approaches could make video games more accessible and appealing for children who use powered wheelchairs.
The game is an outstanding piece of player - oriented design: it understands player psychology better than most and works brilliantly, keeping you on the edge of being too scared to want to play any more, but too hooked to quit.
The following games are designed to work within The World of Miamiopia.
Other strategies that could stimulate women to stay in science are a) various forms of flexibility with federal - grant funding designed to accommodate women with young children keeping these women in the game; b) increasing the value of teaching, service, and administrative experience in the tenure / promotion evaluation process; c) providing on - campus childcare centres; d) supporting requests from partners for shared tenure lines that enable couples to better balance work and personal / caretaking roles; e) stopping the tenure clock for one year per child due to childbearing demands; f) providing fully - paid leave for giving birth for tenure track women for one semester; g) providing equal opportunity for women and men to lead committees and research groups.
Mmmm... I currently work as a mobile game tester for Microsoft and am starting college (going back) summer quarter to get a degree in game design, so obviously games are a huge part of my life.
I would describe my self as a kind, warm hearted person, who has a strong work ethic, i am very determined to succeed in life, i want to go to college for Video Game Design and Computer sciences, I like to make a woman feel good about herself, because everyone has lots of potential the only...
We Design Technology Virtual Reality Technology Erotic Virtual Reality Technology Check Out Our Work CAM4VR See What Others Have To Say Get In Touch press @ Harajuku Dating Paradise is a great new simulation game where you assume the role of a Tokyo playboy, finding cute girls on the street to take back to your
It combines the simple elegance, bountiful content and colourful enjoyment of so many indie works with the production values and design genius of the generation's best Triple - A titles into a game that feels fresh and contemporary, but also mindful of what has come, and worked, before.
Overall and while we focus on the positive aspects of the game we can see some really encouraging premises built up for a forthcoming major RE title, even though there is some evident lack of identity and some design choices that don't do justice to the rest of the work that's been put to the game.
Although the concepts behind the game are not original (primarily absorbed from DII and Fate) there was still a lot of work and creativity that went into designing this game at a movie ticket price.
Perhaps what's most amazing is that it plays like the work of a seasoned developer with a rare grasp on atmosphere and tone, a rock - solid set of technologies, and sophisticated ideas about game design.
Mutant Mudds Official Art and Design Works dives deep into the creative side of the Mutant Mudds series for videogame enthusiasts to share in how each visual element of the games were pieced together.
To start off, the Co-Op portions of the game are just amazing, they work so well and you can truly see the great portions of the game by just sitting back and taking in all of the great level designs that were incorporated in the game.
So rather than build on its rich past of non-linear mercenary work, Back in Action just decides to do it all again, with a slew of simplified features designed to make the game appeal more to today's Call of Duty - level of gamer.
I just got platinum trophy and I can tell you: Dishonored 2 is one of the best games of this generation... a work of art in design, sound, story / lore, AI and complex gameplay.
Branching out into Audio Branding / Sound Design & Music for Visual Media and Video Games — Jeff's Exciting Audio work is in use by innovative Entertainment Organizations such as Blizzard Entertainment (World of Wardcraft, Diablo III), Sony Computer Entertainment of America (InFamous 2), Harmonix (Rock Band Network), Ubisoft (Tom Clancey Ghost Recon: Future Soldier) and Microsoft Game Studios (Halo CE 20th Ann Edition).
Silent Hill: Book of Memories was clearly designed as a multiplayer game and as such, it really works best if you have multiple people playing with you.
That the film works as anything more than an elaborate game of guess - the - citation is a credit to two key elements, the first being its imaginative visual sensibility, an expressionist approach to costuming and set design that comes as welcome relief from the grays - and - earth - tones look of contemporary tentpole fantasy filmmaking.
This works wonders in conjunction with the set design, which is clearly done to a tee, as you can play a never - ending game of «I Spy» picking out the tiniest details that say something about a character or the environment.
His ongoing work to push the boundaries of game design is inspiring.
You will work together with the core design team to design and implement the systemic and gameplay features of an epic open world game;
A game designer with a passion for telling stories through design, he worked for some of Horizon Zero Dawn's most memorable quests.
What Nintendo did was set up a «Mario Cram School,» teaching the core basics of Mario level design to help people who had never worked on a 2D Mario game figure out what makes them fun, and have them develop their own.
Afterwards, they traveled to Los Angeles where Kojima paid a visit to some of his friends to inform them about his new studio Kojima Productions: JJ Abrams, the producer and director of the recent Star Wars movie and Kyle Cooper of Prologue, a famous title sequence designed who has worked on several Metal Gear games.
The game owes most of its overarching visual style to the work of Akira Toriyama, who was responsible for character design.
The presentation of how the Mario Maker idea came about was highly interesting, as Mr. Miyamoto sat down with several of the original design documents from the first Mario game the team worked on.
Your a real idiot man, ofcourse their not going to talk about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's great tech, and the design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see what Wii U is really capable of, we need to see games built for it from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut development time for new games and ported games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not going to need to learn how to develop for PS4 & the next Xbox.
Indie developer Amanita Design has a new game in the works that looks to present more of the company's iconic style.
The same principles — both in terms of design and the mechanics of development — could conceivably contribute to Rockstar's other large open - world games, including the Grand Theft Auto series, so if the new strategy works in Red Dead Redemption 2, we may see it in many other games going forward.
Pros + Mesh of 2D and 3D elements + Great Variety in Level design and Difficulty + Play as Mario (and Luigi later on) + A lot of elements from previous Mario games such as the NES series + Great Sound and Music work + Well designed visuals
Sim games are typically slow paced and designed to work on a wide range of systems, so a mid-range GTX 500 - series of Radeon HD 6000 - series graphics should be great for a steady frame rate.
If one is only looking at Cave Story + as a game, then it's a nearly flawless work — a tour de force of expert design and difficulty, and one of my favorite games of all time.
Which isn't to say there aren't funny bits in Deadpool, but none of them really hit until later in the game, when the story relaxes into a bit more of a traditional progression and lets the level designs do the gag work, rather than making North beg for laughs by screaming the words «chimichanga» and «fuck» strictly for their presumed hilariousness.
It has faults, and it's certainly aged a wee bit, but the final product is still an incredibly strong example of thorough game design and solid character work.
3 + years of experience in the games industry working in a level design capacity, shipping at least one title
Also, the level design of Tropical Freeze works on so many levels and even when you're having some difficulty with the game, the graphics just draw you back to try again.
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