Sentences with phrase «effective game design»

Demonstrate effective game design practices and techniques within the project scope and context such as genre, style, platform and audience.
Conversely, one could argue that the game is a prime example of effective game design decisions.
This was not effective game design.

Not exact matches

Taking things personally, whether it be comments on presentation style, experimental design, theoretical derivation, or some other area that we all — hopefully — negotiate and learn, is not an effective way to play the game.
By supplementing with a high - quality, effective probiotic designed specifically for athletes, incorporating an organic prebiotic powder into your diet to give your beneficial bacteria all the support and fuel they need, and living a gut - healthy life that keeps your friendly flora thriving and at the top of their game, you'll be well on your way to giving your body and microbiome the support they need to snag that participant ribbon — or go for gold!
Unfortunately it doesn't do a successful job at presenting a memorable game, as its control is far from effective, its AI is often too aggressive and the game betrays its origins as something designed for mobile devices, rather than for gaming consoles.
While there isn't too much to say about the visuals of the game past their beauty, I will say that everything in this game popped right out at me, both because of the extremely effective 3D and because of the vibrant and detailed colors, textures and designs.
I've already covered 5 Ways to Design Effective Rewards for Game - Based Learning.
But creating an effective game - based training requires rethinking the learning objectives and designing the experience in a way that is highly immersive.
In this article, I'll compare and contrast gamification vs game - based eLearning and I'll give you some useful tips on how to design an effective instructional strategy for each.
But when trying to design effective learning games, game mechanics and game elements that are utilized have to complement the learning goals.
Most technology - aided learning enthusiasts are eager to dive into game design so they can create effective learning games to be used in corporate settings.
Most technology - aided learning enthusiasts are eager to dive into game design so they can create effective learning games to be...
Whether project - based learning (PBL), game - based learning (GBL), Understanding by Design (UbD), or authentic literacy, find an effective model to institute in your classroom.
G4C games are effective because they encourage clever design.
An effective game doesn't have to be heavily produced and full of animations, but it does need to be heavily designed from an instructional design perspective.
They introduce nine steps to effective learning game design and take a detailed look at the three most critical and overlooked steps in the process.
In order to make gamification effective, the game elements must be thoughtfully and carefully designed, rather than randomly added in for increased learner engagement.
Overall, the preservice teachers found the workshop to be effective in teaching them the intricacies of the game design process.
Well - designed games embed the elements of effective education: content, communication, interactivity, knowledge application, and assessment.
From the beautifully detailed environments and simple yet effective character designs to the smooth animation, it's a gorgeous game to behold.
With a special training area designed to tire cadets with rigorous workouts, and with a drill instructor just as hard and relentless as the one from the first game, you can spend your experience here to push your unit classes onward and make them more effective in combat.
The «virtual» buttons via the back touch panel just aren't effective when it comes to fast paced games, and I'd hope they at least address that via the handheld's design.
The level designs are effective, but they look like they were drawn for a flash game in the early 2000's.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Reaching through the screen to connect with the player on the other side is a highly effective tactic in game design, especially when you are looking to make the player unsettled and disturbed.
The game has been compared to the PC hit Diablo for its simple but effective combat interface, its item - based character development, and its similar third - person perspective, but Record of Lodoss War is a true console game, with action designed for Dreamcast gamepad control.
But it's never been as grand and effective as it is in Grand Theft Auto V. Finally Rockstar, a multinational company with a unique voice that persists doggedly in spite of its enormous success and occasional game design shortcomings, has finally accomplished what they've been trying to do for so long.
It's all there, and it's all effective, but Williams» work is also built upon one of the most Japanese - specific design philosophies in the history of games.
Effective August 13th, those of you without Xbox 360s now have no excuse to not play one of finest surprises in Western mecha game design.
Effective Concept Design and Development Ivan Beram, Owner / Designer / Coder, VagabondArmy.com A discussion and workshop into practical approaches, pitfalls and sources of inspiration for indies of all persuasions to consider when designing and developing their indie masterpieces; so as to create stronger and more effective game concepts, whether commercial in nature of justEffective Concept Design and Development Ivan Beram, Owner / Designer / Coder, VagabondArmy.com A discussion and workshop into practical approaches, pitfalls and sources of inspiration for indies of all persuasions to consider when designing and developing their indie masterpieces; so as to create stronger and more effective game concepts, whether commercial in nature of justeffective game concepts, whether commercial in nature of just for fun.
The Smasher is a very simple but wonderfully effective design that changes the way you think about the game as soon as it turns up.
The Art of Game Design: A book of lenses offers a great look at what to consider to make an effective video gGame Design: A book of lenses offers a great look at what to consider to make an effective video gamegame.
The list of winners include Best Game Footage Trailer: Fallout 4 Official Trailer (Bethesda Softworks, Bethesda Game Studios), Best Use of eSports: Heroes of the Dorm (Blizzard Entertainment), Most Creative Pre-Order Program: Just Cause 3 — Win an Island (Square Enix America and Midnight Oil), Best Box Art (Standard Game Version): Far Cry Primal (Ubisoft), Best Limited / Special / Collector's Edition: Fallout 4 Pip - Boy Edition (Bethesda Softworks, AKQA, ThinkGeek), Best Use of Sound Design: Star Wars Battlefront (Electronic Arts & DICE), Best Cool Sh*t: Rise of the Tomb Raider Original Art Series (Microsoft Xbox, tripleclix), Most Effective Buzz Generating Tactic: Halo 5: Guardians «A Hero Falls» (Microsoft Xbox, twofifteenmccann) and Best Use of Social Media Campaign: Call of Duty Hack in Black (Edelman).
It's a complicated approach to game design that often requires designers to go the extra mile in terms of crafting effective scenes that allow the player to retain freedom of movement.
I'd consider the Uncharted games an example of highly effective, well designed Talk (and there was a LOT of Talk involved in them making it).
After several of these meetings, a really strong point that resonated with all of us was that board games have this power to be effective if they're designed to cater to [autistic adults»] needs.»
Remer, Inc., Seattle • WA 2004 — 2006 Creative and Art Director Collaborative development from conception to completion of large interactive online promotions campaign that included vendor collaboration on Website development for each promotion, effective e-mail campaigns that promoted the game, and print / packaging design for mailers.
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