Sentences with phrase «graphical designing of»

Responsibilities include part time graphical designing of the mechanical tools, machine parts and fasteners.
First of which is the characters, and moreover, the graphical design of them.
The video follows the graphical design of Cuphead while preserving the atmos...
The graphical design of the game really sets the tone of the whole experience and makes for a fun time combining and growing your chickens.
So yeah, that's one very good thing about the graphical design of the game.

Not exact matches

We released several new Asterisk - based business solutions in 2007, including AsteriskNOW, featuring an easy - to - install version of Asterisk with a Digium - designed graphical user interface that makes Asterisk more user friendly, as well as the Asterisk Appliance, a Digium - designed hardware appliance that incorporates Asterisk Business Edition into the hardware needed to run phone service for small to medium - sized businesses.
Yes, Nvidia's (nvda) flagship GTX 1080 graphics cards range from 9 teraflops to 11 teraflops of graphical compute, but consoles by design are generally able to do more with less than PCs.
Researchers have been taking advantage of graphical processing units (GPUs), which are small chips designed for high performance in processing the huge amount of visual content needed for video games.
- Extra-Large Display — See your running, cycling and swimming stats as a glance - One - Button Control — navigate easily through menus with the intuitive One - Button Control - Graphical training partner — Race yourself, Challenge yourself, or Pace yourself to get the most out of your run - Indoor Tracker — Track your runs indoors and on a treadmill - Weather and waterproof — Train in all kinds of weather - Up to 10 hours battery life — Train more, recharge less, with up to 10 - hours of battery life [GPS Mode]- Ultra-slim design — train with a lightweight watch designed for multi-sport athletes - Super-Touch Display — Train with a durable, scratch resistant display - Vibration alerts — stay focused on your activity with vibration alerts - QuickGPSFix Technology — Get out on your activity faster - Multi-Platform Compatibility — Sync, analyse and share your stats on popular running sites and apps.
Combining this with the new PlayStation VR technology is an interesting idea, as the simple designs help to overcome some of the headset's graphical limitations, and that is exactly what Geronimo Interactive has done with Pixel Gear.
This is a shame, as in terms of its mechanics, its design and its graphical output Dark Souls 2 is above and beyond most other examples of the genre.
Whether by design or project limitations the graphical chaos is alleviated by the simplicity of the controls.
With a vibrant, colourful and downright stunning graphical design in the teasers Picomy have shared, Monomals looks to be one of the most exciting upcoming iOS releases, and has left me counting off the days until it launches sometime in 2018...
«We were thinking about making some kind of game that would help us build some 3D graphical experience, and we figured the fighter genre would be the best for that, so I came up with the original design plan.»
In some cases, yes, you will need to design the graphical environments of your learning simulations by yourself.
Created in collaboration with the Laura and John Arnold Foundation, the map is a graphical, interactive representation of the burgeoning K - 12 education technology market designed to help investors, donors, and entrepreneurs better evaluate today's landscape of education technology ventures.
A set of five units of work that act as an introduction to graphical design on computer.
When designing 3D educational games, the first thing to do is setting up the graphical environment of your module.
This graphical summary is designed to facilitate the identification of student groups for intervention and enrichment (e.g., high performing students showing inadequate growth, low performing students showing exceptional growth).
Getting lost shouldn't be a problem since Mazda's navigation system was designed by TomTom, and while the screen is by far the smallest of the three, its graphical buttons are the largest and easiest to operate.
At the heart of F - PACE is the Jaguar InControl ® TouchTM multimedia system featuring an 8 - inch touchscreen with contemporary graphical design and intuitive touch and swipe controls.
This elegant graphical detail defines the side window shape and accentuates the tapered cantrail of the cantilevered roof, one of the staples of classic Lincoln design.
Sony made full use of the touch screen in designing the user interface, with the main menu now a proper graphical UI, with big chunky icons for the main tasks.
While I am able to work on implementing a logo design, the creation of the logo itself is not within my graphical capabilities.
Now, an expanded collection of newspapers (including, as of October 2007, several British newspapers) adds an unparalleled wealth of information, and two new graphical interfaces designed for school and public libraries make it appealing to a broader audience.
Examples of types of books that qualify for a special quote: Novellas, poetry books, short nonfiction, graphic novels, workbooks, journals, photo books, or books that will have a lot of graphical design elements.
The four design patents all claimed designs for particular elements of the Microsoft Office graphical user interface (GUI).
This design is filled with all sorts of graphical delights theme lovers will enjoy.
Wait till we at least get a dedicated dev team to design a proper looking game, that'll actually utilize the graphical potential of the iphone - before you starting deciding what platform looks better, and drawing up any sort of conclusions.
That eight - bit graphical interface has truly stood the test of time, and now you see so many vintage designs and content available in eight - bit.
Interestingly two other graphical power houses that got reviewed in the magazine, Gears of War 3 and RAGE, scored 93 % and 92 % respectively in the graphics category, stating in Arkham City's review that,» This rivals Gears of War 3 as the most impressive technical achievement on the system (Xbox 360), though Arkham City's art design is several leagues above Fenix's final hurrah».
On a purely technical level the game isn't impressive at all thanks to iffy textures, a variety of graphical problems and a general lack of detail, but the lighting the lighting and the aesthetic design gives way to some lovely scenery.
It's why Indie and Nintendo games can score 10/10 even though technically speaking they are lacking the latest graphical tech and gameplay features but that was never part of the game design or goals, the games themselves standout on their own merits.
None of this was exclusive to LucasArts» designs, but even they couldn't make the basic mechanics of the graphical adventure work 100 % of the time.
The real answer is simply that gameplay has been sacrificed in place of graphical design, the efforts in the game's production clearly shifted from the importance of gameplay and depth in place of the need to meet the technical, graphical standards of today's markets.
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.
Graphical design is the first thing I start to have a bit of a problem with.
The sound design is a little more «generic» than the unique gameplay or graphical approaches but it still out weighs that of many a full release title by lengths and the music is just excellent throughout.
While the art direction and design of these environments and characters are great, the graphical fidelity is hit and miss for much of the game.
Clever visual design helped sell the illusion: EAD's graphical designers used some effective illustrative tricks to create a sensation of depth, of a raised racetrack hovering above futuristic landscapes, flanked by electric orbs that acted as bumpers and hazards to prevent driving off the road.
Designed specifically for the PlayStation Vita platform, Killzone: Mercenary is a first - person shooter that makes full use of the device's graphical and input capabilities.
The game will of course chronicle the 2014 season which is about to commence, but Milestone promise a host of technical and social improvements that will utilise the power of the PS4, including a completely redesigned graphics engine applicable to all platforms, new audio design, real time lighting effects, improved graphical detail and an evolutionised multiplayer experience.
Graphical presentation, sound design, and the utter hopelessness of the premise itself combine to make this one game you'd be better off playing with company.
The upside is that the console version is much more direct and dramatic, with added graphical finesse to boot, but it's an interesting hybrid in terms of design.
[17] Rather than using the character models and graphical style of Advent Children, which by that point had been developed using ten - year - old technology, the team decided to create new designs and models for characters: Nomura wished to balance the realism of Advent Children with deformed stylization.
At Rezzed, a developer of A Light In Chorus showed me a trailer of the game and I ended up replaying it forty times just to come up with every possible design affordance this graphical style offers.
The open world exploration aspect is executed very well but the restricting nature of the game, constant graphical glitches, and poor design decision of a key aspect in the game (walking), will turn away many gamers who would have loved to add this title to their Kinect Collection.
- 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
On the graphical side of things Lollipop Chainsaw has gone with the cel - shaded / anime style with plenty of vibrant colors and lovely art - design.
While its gameplay and design aesthetics may be old school, the graphical fidelity of Nexuiz is decidedly new school.
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