Not exact matches
«Our case packer was a huge success at interpack earlier this year and we can't wait to demonstrate to US manufacturers just how much of a
game changer the system will be
in terms of performance, reliability and
design ingenuity,» comments Michael Green, group
general manager at tna.
Similarly,
in a re-analysis of results of a previous study, my colleague Brooke Macnamara and I found that fluid intelligence — the
general ability to reason and think logically — was a strong positive predictor of skill
in the board
game GO, as measured by a laboratory task that was specially
designed to measure a GO player's ability to evaluate
game situations and select optimal moves.
As this
game is specialized
in the home
designing of the Animal Crossing series, the
game isn't as deep as the traditional series since you can't experience the
general village life.
But
in general none of the new features really adds anything to the single - player experience and the only reason the
game doesn't end up being a significantly bigger disappointment is that the quality of the stage
design remains as strong as ever.
This is one of the reasons why mobile learning
in general and mobile
game - based learning specifically, are emerging as a hot topic
in the field of technology - enhanced education and why device appropriate instructional
design frameworks are
in demand.
One of the essential
design principles of GBL (and
games in general) is the safety to fail.
When the Malibu Hybrid debuted at the 2008 Major League Baseball All - Star
Game, Chevrolet
General Manager Ed Peper said, «The Malibu Hybrid «s winning package of uncompromising
design and fuel economy will help us assert leadership
in the midsize sedan segment and meet the needs of Chevy customers.»
In general I think of leveling as a lazy
design mechanism for people that didn't want to balance their own
games, so they decided you could grind your way out of anything they didn't do properly.
I don't like leveling
in games in general and I think the level
design for the
games is rather bland and unlikable.
I do nt think the stock consoles of this gen were too weak for the gen.. There just wasn't a huge change
in design paradigms for
games in general like we've seen
in previous generations.
The above mentioned paper just reflects the impact of «bad»
designed FPS
games not
games in general, as the other
games increased grey matter generation
in the Hippocampus.
Sure the world it takes place
in is noticeably original, but once you play the
game it's the gameplay and
general design of the
game that really stand out, especially for a
game that takes place
in first person.
And
in general, people who are obsessed with
games understand something about coding,
design and the Internet, or everything at once.
Overall, Digimon Story: Cyber Sleuth's backstory delivers yet another excellent gaming experience within the Digimon universe that is highly recommended for fans of Digimon as well as role - playing
games and turn - based combat
in general that is appropriately paced and
designed for both portable and home console gaming environments.
He was picked up by Funcom
in 2005 as a designer, working then on NPC
design, effects and
general gameplay on the
game Age of Conan and later on as a team lead for The Secret World.
By now you have probably noticed that many points are convergent with
general guidelines of good
game design and practices that for some time now have been gaining
in popularity.
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 projects mission is to provide a theoretical and practical base for profesionals
in the CG area, animation,
game -
design and programming according to the requirements of
game development industry as well as giving a
general view to everyone who is interested on the process of
game development.
Ergo, the best way to keep having fun is to not get stuck, ergo getting better at gaming
in general and hope common sense
in game design suddenly hits the
game designers.
Having learned from my experiences with Booty Diver I have changed my approach of
designing / developing on Nintendo Wii U and
games in general.
Level
design seems to take a low priority
in general for
games criticism, especially for RPGs; it isn't the only thing to talk about, obviously, and the script often rightly takes priority
in many writers» minds.
Driveclub's tracks have all be
designed to be as varied, fun and beautiful as possible, and I simply never get bored of them, or that
game in general.
As this
game is specialized
in the home
designing of the Animal Crossing series, the
game isn't as deep as the traditional series since you can't experience the
general village life.
In my review of the first game I talked avidly about how the game felt it had been built and designed by people with a genuine passion and love for the genre, and once again that shows through in the puzzles and general gameplay in Chaos on Deponi
In my review of the first
game I talked avidly about how the
game felt it had been built and
designed by people with a genuine passion and love for the genre, and once again that shows through
in the puzzles and general gameplay in Chaos on Deponi
in the puzzles and
general gameplay
in Chaos on Deponi
in Chaos on Deponia.
But just
in general, Mushroom 11 is a solidly
designed game with clean visuals and music that matches the post-apocalyptic mood.
Soundtrack feels solid throughout and adds to the mood, even if that mood is already tense enough
in combat, the sound and lighting
design in general is really good, and graphically the
game looks beautiful, particularly when taking time to admire the scenery when you're not being shot at on one of the four planets.
I've also noticed
in general that many Eurogames — which are often some of the best -
designed games in existence — seem to want to be single player
games.
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.
First, let me say that about half of what started me thinking about this was a discussion with my friend Pat, the Narrative Designer on my project, who pointed out a few brilliant things about the HUD
design in GRAW that tied
in in a nice way with my own currently developing thoughts on Camera
in games in general.
So not only do we have extensive experience with running successful
game productions
in general, but also experience
designing, building, and shipping
games of this type specifically, with an established track record of being on time and on budget.
Graphically, Detention reminds me a lot of The Cat Lady, both
in tone and art
design, but
in general, Detention is a much better looking
game, as there's a lot of detail
in the background, not to mention it's entirely hand drawn.
I can see a lot of mileage
in all the modes thanks to the
general game design.
Game designer and critic Ian Bogost has much to say on Flappy Bird and masochistic game design in general, and provides deeper explanations than I may be able
Game designer and critic Ian Bogost has much to say on Flappy Bird and masochistic
game design in general, and provides deeper explanations than I may be able
game design in general, and provides deeper explanations than I may be able to.
Sound Identity and Sound
Design is both necessary to create tension, action, mood and feelings both for the individual
game, but also to create an Identity for Gaming Company's brand
in general.
There are tons of unique areas, the tombs are well
designed, and the
game in general is a lot of fun to play.
Rick Sorgdrager: UI,
Game Design & 2D Artist - hybrid and board game fanatic Daniël Konings: Engine and game programmer with technical art - skills Steff Kempink: Game Designer - programmer with an eye for detail Yuri «Yurbot» van Geffen: Engine programmer who's done a lot for the Abbey in gen
Game Design & 2D Artist - hybrid and board
game fanatic Daniël Konings: Engine and game programmer with technical art - skills Steff Kempink: Game Designer - programmer with an eye for detail Yuri «Yurbot» van Geffen: Engine programmer who's done a lot for the Abbey in gen
game fanatic Daniël Konings: Engine and
game programmer with technical art - skills Steff Kempink: Game Designer - programmer with an eye for detail Yuri «Yurbot» van Geffen: Engine programmer who's done a lot for the Abbey in gen
game programmer with technical art - skills Steff Kempink:
Game Designer - programmer with an eye for detail Yuri «Yurbot» van Geffen: Engine programmer who's done a lot for the Abbey in gen
Game Designer - programmer with an eye for detail Yuri «Yurbot» van Geffen: Engine programmer who's done a lot for the Abbey
in general
A good video
game programming degree will offer a strong foundation
in game engines, artificial intelligence, physics, as well as a breakdown of video
game design in general.
RedOctane continues to make profits for Activision based on the peripherals they
design and the Guitar Hero license
in general, even if the music
game industry hasn't been as successful
in 2009 as it has been
in prior years.
Set aside for a moment my graphic
design day job, too: menu systems and
general interface
design can make or break local multiplayer experiences, as new players need to be able to dive
in immediately, and they're also crucial to playing import
games, as if it's done right, you know what each button and item does without having to understand any of the language.
The series tends to follow
general RPG
game design to a T — fight mobs to gain experience, which allows you to level up, which allows you to progress farther
in the dungeon / world, and so on.
An obvious disconnect between the platforming mechanics and the level
design, poor level
design in general and all the frustrating deaths that come with it, as well as equally frustrating boss fights, all make Mighty Number 9 a
game that's impossible to recommend but also impossible to fully condemn.
In the days before the latest set — Kobolds & Catacombs — releases to general audiences, we were invited to sit with Ben Thompson, Art Director, and Peter Whalen, Senior Game Designer of Hearthstone, to discuss not only the new set, but also what goes into making a new set, how their design philosophy has changed over the years, and even a little bit about the stellar work of Blizzard's in - house cinematic tea
In the days before the latest set — Kobolds & Catacombs — releases to
general audiences, we were invited to sit with Ben Thompson, Art Director, and Peter Whalen, Senior
Game Designer of Hearthstone, to discuss not only the new set, but also what goes into making a new set, how their
design philosophy has changed over the years, and even a little bit about the stellar work of Blizzard's
in - house cinematic tea
in - house cinematic team.
It's wonderfully
designed, but these elements sneak themselves
in about halfway through the
game which may present a barrier to those still getting used to the
general mechanics.
The other thing that stopped me is that the
game design is pretty poor
in general, the levels often feeling somewhat empty and like they've been thrown together
in record time.
Bethesda
games have
in general always emphasized these aspects of freedom as one of their pillars of
design, and to much success.
The idea of the
game isn't new, but it brings it to a 3D world with immense creative freedom, extremely easy and intuitive to control / play, and
in general it looks beautiful with its simple
design.
«Not only has narrative
design experienced democratisation through more easily accessible free tools for producing high quality solo content, but
in general, studios increasingly view writing and narrative
design as an intrinsic part of the
game development process.
I remember
in the early 00s, when I was trying to analyze my disenchantment with
games in general, I hit upon the idea that
games at that point were too preoccupied with «resolution»
in every sense of the word —
games were
designed to be highly «resolved,» not leaving much for the player to resolve her or himself.
It must be said however that even the voice actors for the secondary characters all bring their A
game, sound
design in general is terrific across the board.
The NES Classic Edition was a statement to the world — a reminder that the history of Nintendo and gaming
in general is deeply intertwined, and despite the failures of the last generation, Nintendo is a master of
game design.