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 just
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 just
effective 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 g
Game 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.