Not exact matches
Game developer Visual Concepts created the new Pro Am game mode to allow gamers to design their own identity and team up with friends to move up the ranks in an NBA simulation environm
Game developer
Visual Concepts created the new Pro Am
game mode to allow gamers to design their own identity and team up with friends to move up the ranks in an NBA simulation environm
game mode to allow
gamers to design their own
identity and team up with friends to move up the ranks in an NBA simulation environment.
Plus, the
game has a strong
identity, thanks to its characterization, impressive
visuals and the extraordinary musical score.
Every level has its own
visual identity, and nearly everything in the
game is a reference to classic video
games or AVGN episodes.
Outstanding
Visual Effects in a Photoreal Episode «Childhood's End» — «Night Three» «
Game of Thrones» — «The Dance of Dragons» «Jonathan Strange & Mr. Norrell» — «Arabella» «Nezlamna» — «Sea Dogfight» «The Strain» — «
Identity»
However, upon playing the
game I couldn't shake the feeling that the
game now suffers from a lack of
visual identity and flair due to this decision.
Blizzard may have packed its heroes full of strong personalities and its maps with an undeniable sense of
visual identity, but it's a little jarring to discover that the
game's lore is expanded online in animated shorts and nowhere else.
It requires the forethought of chess, but has the intensity of a shooter, whilst the beautiful watercolour style
visuals further give the
game its own
identity.
Dragon's Crown doesn't offer any much needed enrichment of its various genres, but it makes up for this by committing to its
visual identity and the frenetic, empowering possibilities of its
game design.
But the guys I know who went to E3 are talking about Ultimate Spiderman, Stubbs the Zombie and Okami,
games they felt had strong, unique
visual identities that were well married to the gameplay that the designers were trying to provide.
In many ways, the
game's
visuals and soundtrack remind me of the Dreamcast classic Jet Grind Radio, with a focus on graffiti, color, music and fashion
identity in full force.
Artist Suzuhito Yasuda and composer Masafumi Takada grant the
game a much - needed memorable audio /
visual identity, and the bevy of post-
game content means there's more than enough to keep completionists busy for hours on end.
In this session, Allegorithmic technical artist and Substance Jedi Vincent Gault will share some tips and tricks for texture artists who want to up their
game, and more importantly, preserve the
visual identity of their project no matter what its size.
Sure, I'm a firm believer that
visuals don't make a
game, but when something boasts as much style and personality in its art direction as Cuphead, it certainly helps to give the
game an
identity.
During my professional life I developed
games, participated in exhibitions of
visual arts, created
visual identity and virtual scenarios, I was responsible for designing animation and editing for major TV stations in Brazil, in addition to teaching various subjects in the communication area in universities from São Paulo.
They will create work that matches the
game look, feel, and overall
visual identity of the
game.
At the same time, the
game's
visual weirdness and simple - but - catchy music is a great indicator of Data East's
identity as a publisher.
In concersation with internationally acclaimed Ghanaian born, British architect Sir David Adjaye OBE, Professor Paul Goodwin, curato, Director of the resarch centre for Transnational Art,
Identity and Nation [TrAIN], and current chair of Contemporary Art and Urbanism at the University of the Arts London, and moderated by Rachel Barrett, writer, curator and lecturer at the Jamaica based Edna Manley College of the
Visual & Performing Arts, Thomas will discuss his artistic practice and the series of works in The Beautiful
Game as well as the broader concerns of historical perspective and postcolonial, transnational legacies.
As a studio, Werkflow research new and unusual workflows, exploring unique hardware / software combinations to produce a range of work including interactive live
visuals, music videos, computer
games, album artwork and brand
identity, as well as assisting artists and musicians in realising their ideas.
While some of the pieces are playing with the format of the painting itself (observing subconsciousness or sampling familiar
visuals from famous paintings or even video
games), the majority of work focused on presenting women's
identity.