Sentences with phrase «focus of the game design»

Yes, the visuals are colourful and 2D, but they are not the sole focus of the game design.

Not exact matches

We all know Jose Mourinho was very upset at losing his hold over Le Prof and his actions after the game was designed to taking the focus away from his own team's mediocre performance, but he just made himself look like a spoilt brat throwing his toys out of his pram.
Adam Gazzaley, professor of neurology, physiology and psychiatry at the University of California, San Francisco and executive director of Neuroscape, has developed video games designed to improve memory, attention and learning that adjust to a player's performance and focus on different cognitive systems.
Science Buddies has a number of projects that offer examples of app creation or game design used as a way to respond to a problem or create a solution that may be the focus of other class subjects.
You can get a pretty good idea of whether or not you'll like this game before you play it as long as you know where the focus of its design was and what generalities of game elements you like / don't like.
Overall and while we focus on the positive aspects of the game we can see some really encouraging premises built up for a forthcoming major RE title, even though there is some evident lack of identity and some design choices that don't do justice to the rest of the work that's been put to the game.
The game is designed well enough so that if you want to play without focusing too much on this power, you can, but if you expect to find all of the secrets hidden throughout the game's many worlds you'll have to take advantage of this power.
The Game Bakers have produced a shockingly different experience from their largely mobile focused games of the past, Furi was clearly designed for home systems.
Some books will be about the history of the game \'s creation, some will focus on particular elements like level design, story, and music, some will investigate the subculture that has formed around a game, some will bring in outside art, science, and media, some will have a strong autobiographical element.
Blake will explain through his own experiences and anecdotes what it was like finding a happy medium between the systems - driven content of open - world RPGs like The Elder Scrolls and the action focused level design of games like Guerrilla's own Killzone.
Animal Crossing: Happy Home Designer is a new spin - off in the Animal Crossing series focusing on the interior and exterior design aspects of the game.
Animal Crossing: Happy Home Designer has all the draws of a charming Animal Crossing game with the characters you know and love, but with the focus firmly set on designing homes and other buildings, just as the title would suggest.
The game's heavy focus on the design of the world and its mechanics creates more of a virtual and engaging experience than what is generally possible from games with elaborate plot twists and lengthy cutscenes.
However, the game suffers from some design choices that bring down the overall experience, particularly the focus on a visual - novel style for telling the story, which itself tries hard to grasp attention of the player but fails to do so.
The partnerships focused on: design and cabinet building project, media promotion of vaccinations, breeding tomatoes, design of a new confectionary item for children, contamination in laboratory environments, game design and robotics, and construction of a greenhouse to support a school garden.
Recently, Whitney received a $ 10,000 Fred Rogers Memorial Scholarship — a tribute to the beloved late star of PBS» Mister Rogers» Neighborhood — from the Academy of Television Arts and Sciences Foundation to help fund her dissertation, a qualitative study of 12 families with preschool - aged children that will focus on parents» beliefs and practices with educational digital toys and games designed for home use.
Using the right type of learning - activity focused design tools is essential to create the right game - based learning solution.
All you have to do is focus on your Instructional Design, as yourserious game development part will be a piece of cake.
Project focus areas include: personalized learning, makerspaces, design thinking, inquiry based learning and game based learning with a focus on transformational uses of technology.
GameDesk also uses another math - focused game called Motion Math In - Class, created by the team at Stanford University Learning, Design and Technology Program, which is part of its math curriculum.
That's a vehicle for the game, but I'm also creating a diary of the entire process, the game design, the ideas I'm coming up with, the challenges I'm running through day to day as I'm working on building this game, and also focusing on the self publishing experiment side of it.
In order for kinect to really have viability for hard core gaming, it needed to go Hand in Hand with a motion control method where the optical lenses of the cameras could focus and track your users movements in a game development design that allows the camera to completely focus its compute on very fine focused body locations and points of body language in action.
The idea is that you need to match the various design components to the genre and topic of your game, so if you were creating an RPG you'd more focus on story, dialogue and world design, whereas an action game needs heavy focus on graphics, sound and gameplay.
Despite this, what little is known about the title sounds promising — the game will focus on the Creature Creator aspect of the original and feature action oriented gameplay designed around the Wii remote and potentially Motion Plus.
As it turns out all fears were largely a pointless waste of energy as Metal Gear Solid V gets it right for the most part, mostly because it still retains that detailed level design of the past games, focusing it on the 50 - bases and small outposts scattered around the two environments, each one completely unique and offering different challenges.
Despite the fact that many people seem to believe this is merely an updated Encyclopedia, the layout of the pages, alphabetically organised entries, compact design and focus on the games and not the overall universe all clearly indicate that this isn't a book intended to be read from cover to cover, though it can be, but rather a reference book to be kept close at hand while your playing the games so that you can quickly and easily look up an entry that caught your eye in the game.
The bad news is that the design of the game prohibits solely focusing on magic, so any thoughts of becoming a fire - wielding God should be banished.
The design of Overcooked again reminded me that this game focuses on the interactions during co-op play.
Minit's missteps are the side - effects of its complete focus on a single design mechanic, one which also happens to be the game's greatest strength.
;) The best games I've played have been linear in design and greatly scripted, but oh so amazing... I totally enjoy open world games like infamous and the more open world of Barman Arkham City, but Pound for pound linear games are far more focused and have been better... Just check Bioshock: infinite and The Last of Us...:) Linear Games Rule!
But he should do what he himself said he wanted to do, which was step OUT of the producers role, let other people take over that, and just focusing on pure game design for his own new projects again.
I'm definitely interested, for the design focus and unheard of source material for non gamers.
Warlocks now have Daybreak through the Dawnblade class which essentially gives Warlocks a modified version of the Titan's hammers from the last game that allows a bit more range via its more airborne focused design.
Otherwise it was an impressively problem free experience, and the first game in quite some time where I didn't need to download a day - 1 patch and didn't spend a lot of my time cursing how games were getting kicked out of the door in such poor states Here's hoping Battlefield 5 manages to do the same, although it's clearly Battlefront's tighter focus and simpler design philosophy that has enable DICE to polish it up so well.
What Nvidia really should of said is «Our Titan card is 3 times more powerful than the PS4's GPU in raw numbers, however PS4 has a single hardware focus from developers so no fragmenting or sacrifice in game design to support multiple setups.
Game levels also highlight the same whimsical designs with the focus being on the shape of the board and the different elements such as craggy boulders and golden hay bales.
I'm not saying this to be offensive to Xbox players, I'm just pointing out that the FPS genre in particular does really well on that platform, it started last gen because FPS was more of a PC genre, and since Xbox is similar to PC from a game design perspective, a lot of FPS programmers decided to make an extra buck by porting to Xbox, plus microsoft encouraged them to so that they could get some exclusives, whereas the playstation platform has always focused on other genres.
When it came out on PC in 2002, first - person games were about to enter a protracted period of focus on linear explosion fests thanks to a shift towards Halo - style console FPS design.
During the heyday of graphical adventure games, from the tail end of the text adventure in the 80s through to late 90s, there were two major companies putting out adventure games: LucasArts, which focused on good characterization, entertaining stories, and careful design, and Sierra, which didn't.
This morning Develop kicked of a two - week focus on game audio, which will see 10 articles published over the coming days; each addressing a different area of sound design and the associated disciplines.
Robin is easily one of the hardest characters to design for an action game since in the anime series, her limbs taking damage or a toll harms her and many of her fights have been focused on finding an opening for a Clutch due to how her vision effects her combat.
As we previously announced, we focused most of our game design work on building a unique battle system for Edge of Eternity based on the classical ATB system.
It's easy to overlook the importance of relatively small aspects of game design and focus on the big picture, however games are often made by their smaller aspects.
And yet, for all the hard work laboured into the visuals, Ready at Dawn have made the classic error of focusing on visuals over gameplay, and to such a degree, that one wonders what exactly was going through their minds when designing the game.
We designed a game that, at its very minimum, would cost us $ 100,000 while still focusing on our top priorities - story and strategic combat - at the highest possible level of quality.
To its credit though, the game is a tightly focused one, and it shows signs of thoughtful design and solid play testing.
[As mentioned before, the latest issue of Game Developer has a creator - written postmortem of Metanet's N + for Xbox Live Arcade, and here's some excerpts from Raigan and Mare's article for the mag, revealing how the team dealt with planning issues, focused on a clean and simple design, and ran into certification snags.]
The photogrammetry tech, the design focused on immersion and sense of presence, the 3D in - world UI — all these elements have the potential to make the VR version of the game something special.
Regarding your ideas of providing experience - focused game design, Thomas, I agree that is an underexplored area, since it has not gained commercial widespread success, even if the approach is by no means new (see Facade and the already mentioned Storytron along with the entire debate on Interactive Fiction / Interactive Narrative).
Building on lessons learned throughout my professional and academic history, from a focus in world literature (I was named the 2009 Outstanding Graduate in English and Comparative Literature at San Diego State University), to high - level Technical support for global teams at Apple in Cupertino, to my experiences filming, writing about, and sharing our world as a travel blogger with «The Radical Dreamer», I'm currently studying to build transformative game experiences at one of the United Kingdom's top universities for digital humanities with the MA Independent Games and Playable Experience Design program at Goldsmiths, University of London.
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