Sentences with phrase «facets of game design»

This is an excellent pathway to becoming a game narrator because it exposes writers to multiple facets of game design, as well as provides a chance for them to establish a reputation through their writing.

Not exact matches

(13:32) consists of five shorts discussing facets of the film's 2025: technology, the game show «Choozy Doozy», costume design, cars of the future, and electric ladybugs.
Perhaps the strongest facet of this game is the sound design.
I realized really quickly that working at traditional animation studios didn't give me the creative breathing room I enjoyed as an indie, and self - realized just how awesome it was to work on so many facets of design as a game developer.
The Gamer's Abstract — «This game is extremely polished and it shows through every facet of its design
Over the following weeks I'll be examining individual facets of Breath of the Wild's game design and narrative design, situating it in the unique — and insular — game design lineage of the Zelda franchise, and showing how the new game's content emerges from the effects of a single additional constraint: the desire to transcend Skyward Sword's functionally - isolated wilderness segments.
It's difficult to find a starting point as every facet of this game is dripping in quality design.
In Snowflake's Chance — the first release from his eponymous game and art studio, CarlMorganArt — he has personally designed and handcrafted every facet of the game over the course of 18 months.
«My time with Fear Effect Sedna was both frustrating and enjoyable, with the game proving to be a mixed bag in almost all facets of design
«Packed with never - before - seen images of Spider - Man, his costume and equipment, the Marvel version of his hometown New York, and the deadly villains he battles, fans will learn about every facet of the game, from the initial designs, blueprints, and the breathtaking final concepts,» says Titan's announcement.
As you look upon this new emblem, though subtle the design may be at first glance, one can not help but be pulled in to the compelling intricacy of its facets — our new logo is a dynamic «window» into our games.
Observer is a treat and almost a love - letter of sorts to the sci - fi and cyberpunk genre that touches upon the likes of Ghost In The Shell, Bladerunner, and The Matrix, all while achieving excellence in storytelling, gameplay, design, and just about every facet of game development.
Watch under to see a number of the girls who're concerned in each facet of PlayStation video games, from artwork and sound design to programming and neighborhood administration.
• Follow the level design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on ddesign pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on ddesign, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on dDesign team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
As much fun as experiencing the world of GTAV is, in many facets of actual game design they're stuck in the early 2000's.
Continuing a tradition that had begun to define Dragon Quest, and has since then, the game built upon its traditional facets, holding to a lot of the previous design and refining it, while adding new mechanics on top of it.
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