Sentences with phrase «game design background»

Not exact matches

The Cambridge tiddlywinkers, as they called themselves, designed a club tie (dark background with light blue pots and descendent gold winks) and set out to discover the history of the noble game.
After doing his background research, Andrew used the Science Buddies Project Idea to help design an experiment that would let him observe and evaluate different forms of distraction and how they influence a driver's ability to drive safely within a driving - style video game.
Just as Dark Angel is guilty of repetitive character models and backgrounds, the game design is guilty of repetitive action, which is unbelievably stagnant.
In addition to the regular Paper Mario aesthetics, the game also uses many novel character, enemy, and background designs, including a fully pixelated world and the use of sprites from the classic Super Mario Bros. for certain techniques.
Those wanting to purchase any game on the Nintendo eShop will firstly need to download a day one system update, which «downloads in the background, is designed to install quickly, and doesn't disrupt gameplay.»
The game also made use of its pseudo-3D design, with Sonic using springs to jump to sections of the level in the background or foreground.
John: Do you have a background in game design or a fan of dungeon crawling / RPG?
Additionally, the complete lack of creative visual design for the standard play screen can be somewhat rectified through the customisation of both your player icon and background, achieved by purchasing alternatives from the in - game shop using in - game currency earned through gameplay.
After taking on more of a background role for Metal Gear Rising Revengeance, Hideo Kojima will be stepping up to the forefront again by writing, directing and doing the game design for Metal Gear Solid Ground Zeroes, as well as producing it.
to govern the game outcome • How to animate a sprite using costumes • How to control the movement of a sprite using arrow keys • How to design a maze on the stage • How to make sprites interact with the background by using colours • The range of coordinates available on the stage in Scratch • How to make sprites start in a pre-set starting position using co-ordinates • How to make objects to disappear and reappear in a random position You will understand the objective of the game:
«My background is in TV writing and computer game design — Coliloquy lets me play in both those worlds,» said Kira Snyder, Parish Mail.
The sound design in the game is brilliant; everything from the trademark Big Daddy groan, to the noise of dripping water in the background, to the sound of your grenades exploding is fantastic.
He has a strong background in the casual games scene and an in - depth knowledge of production, planning and game design.
-- Beautiful original graphics and animation — Parallaxing backgrounds — Unique level design — Huge variety of unique levels, bosses and enemies — Complex gameplay and controls — Unique storyline with twists and surprises — Item Inventory: collect items to be used strategically throughout the game — Completely original 8 - bit soundtrack — Tape Deck feature that allows you to select your favorite music from the game — Ability to revisit and replay levels to further your progress and unlock achievements — Truly innovative Easter Eggs throughout
The art direction of this game fits the imaginative aspect extremely well, as every object in the game, from the background to the borders of the levels, are designed to be normal household objects like graph paper and rulers.
Spamming from a variety of backgrounds, the people on our team have in common both their love for video games as well as having strong commitment to designing and developing games that are more than a product, games that contribute to the medium, games that make us proud.
Despite Team Ninja's background in action design, Nioh features a lot of elements from ARPG games; for better and worse.
Murka's explosive growth is fueled by expertise in game design, marketing, analytics combined with significant technical background.
Rachel: I was certainly able to apply skills from my digital design background to game making, primarily in preparing digital artwork and files for games, and understanding what was needed for that.
He also removed the health meter, inventory screen, and even background music from his design — all things that come standard in other games.
The systems of today also give Shovel Knight modern touches: detailed animation, multilayered parallax backgrounds, and evolved game design.
With a background as a games writer and serious games designer, Sande Chen is currently navigating the fairly new space of social game design.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- 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
- character creation lets you choose skin color, face, eye color and haircut - later in the game you can get glasses, pants, shoes and other stuff - start off by meeting Tom Nook and his posse of Happy Home employees - this includes Lyle the Otter and Digby the Dog, who give advice and help to keep the game moving forward - Lottie the Otter is Lyle's niece and handles the front desk in the game - she welcomes you every time you boot up the game and tells you what to do next - gameplay starts off with placing furniture, but quickly evolves into something more - place a house on the world map and cycle through seasons to see what you like - house can modified with different roofs, doors, colors and more - every animal unlocks new furniture for you to use - completing a lot of requests is vital to getting a lot of content - characters will react to everything that you place and remove in the house - three pieces of furniture must be in or outside of the house and these need to implemented into the final design - if you don't follow this rule, your animal customer will not approve - add wallpaper, carpets, lamps, signs, music covers, paintings and much more - by completing special objectives in the office, which you pay for with Play Coins, you can even expand the feature set - set background sounds, choose curtains, change up furniture, display fossils and get a bigger variety of fish and paintings.
The bulk of the game happens against the black background of deep space but the enemy designs are very colorful and offer enough in the way of variation to keep the visuals fresh as you make your way up in levels.
Intended Audience: Developers of all levels and backgrounds interested in a thoughtful, provocative tour of the Splatoon and Splatoon 2 games» design history.
Mark Hann - A game designer and producer, with a background in fine art, graphic design and applied game studies.
The design shows a typical level design from the original Super Mario Bros. game that goes from pitch black backgrounds to a bright, sunny day when a hot drink is added.
-- Handcrafted 2D graphics with explosion animations galore — Cutesy gore art and cheeky humor all perfectly balanced to enhance the gameplay — Multi-layered parallax backgrounds that draw the player in — The brash, but lovable anti-hero, Harry... aka... you — 30 levels crammed with relentless waves of bug assaults and evolving game design — 5 Merciless boss fights that are not meant for the timid or meek hearted — Dozens of different types of ferociously quirky bugs to slaughter — Coin hoarding to your heart's content — An arsenal of firepower to slice through the bugs like soft, melted butter — Upgradeable Weapons to make any trigger happy player smile — Turn the bugs to dust with the pitiless Power - Ups and feel free to beef them up at your leisure — Customizable suits because that color really does suit you — Complete missions and earn your stars of valor — With the ability to customize and upgrade weapons and power - ups, no two rounds are alike.
On the Bonus Chance, Warp, and Game Over screens (which reuse the old title screen's design), the character and item sprites on the bottom are now gold, like the border, and the black background now fades to blue on the bottom.
While the character models lack the appeal of the sprite designs they were based on, the backgrounds and environments look gorgeous, packed with lots of interesting little details that really help add to the atmosphere of the game.
Tamas is drawing from a background in fine arts and design to art direct the game.
25 or 50 minute talks on the essentials of game music and sound design, particularly for those coming from a more traditional music / audio background
Thomas has a background in game design.
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.
We applied the lessons we have amassed over the years in thermal and acoustic engineering and so we have a design that is not just more compact, but is reliable and quiet enough to blend into the background, whether you are playing a graphically demanding game or kicking back watching a movie.
Up at the PlatinumGames official blog, there's a post from the lead background designer of Vanquish, talking about the influence of Gundam's space colonies on their game's visual design.
This game is designed to be played by football enthusiasts so they will likely have football on in the background most Saturday's anyway.
Each of the game's nine sprawling regions has its own unique flora and fauna, color scheme, background design, and music that perfectly sets the tone for what lies within.
We are here for all skill levels of any age or background who wish to pursue an interest in game design for personal curiosity or a professional career.
Both are interested in system design, have grassroots community backgrounds; both appreciate well - crafted game design, mechanics and both understand that games are only as fun as the people you can play with and talk to.
With this background he brings to his role as Art Director, Designer and Programmer at Sumergame.com his special interest in narrative design, game mechanics and board games.
Visual development - and illustrations artist with an educational background in graphic arts and industrial design, Lauri has been attached to various creative endeavors over the last six years, including illustration work for the tabletop roleplaying game Hc Svnt Dracones by Pierce Fraser, as well as the Crysis conversion mod MechWarrior: Living Legends.
The sound design is great too, with elegant tunes that are thematic and pleasing on the ears always floating around in the background during every moment of the game.
Granted there % 26rsquo; s occasionally stuff in the background that might look more interesting with the 3D turned up, but it % 26rsquo; s easy to tell this game was first designed for the DS.
Iron Tides is an interesting concept and take on Vikings and exploration, with a cartoony design and the godly music in the background, this game should be pleasant to the eyes and ears on many players.
Designed with an emphasis on scoring, Fast Striker features six stages, three game modes with different scoring systems, over 40 enemies, more than six bosses, 3D scrolling CGI backgrounds, a difficulty rank system, and online ranking via codes.
KinifiGames Developer Hollie Figueroa brings together PC, console, and mobile experts with different backgrounds and perspectives representative of the diverse development tracks for games and interactive experiences, to talk on difficulty, accessibility, design, and how they influence each other during development.
She started designing backgrounds and UI graphics for the game in June 2012.
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