Sentences with phrase «designed games in general»

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 DeponiIn 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 Deponiin the puzzles and general gameplay in Chaos on Deponiin 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 ableGame 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 ablegame 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 genGame 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 gengame 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 gengame 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 genGame 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 teaIn 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 teain - 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.
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