Sentences with phrase «little about game design»

Seems you know very little about game design.

Not exact matches

Amanita Design, small independent game developing studio based in Czech Republic I'm all about courting and chivalry, but sometime's men just don't have any game, and it gets a little old waiting for them.
I feel people care a little too much about «doing anything» in games these days, I feel it has made developers lose a clear objective in game design.
Most people probably won't mind Lost Sphear's nostalgia tinted approach to game design, but there's surprisingly little to write home about.
Popović had made headlines around the world in 2011, after he and a colleague helped two graduate students design Foldit, an online, crowd - sourced game that challenged players, most of whom had little to no biomedical knowledge and most of whom played the online game across great distances, to learn about the shapes of proteins and compete to fold them into the most efficient shapes.
Word searches - 2 word searches with words and pictures Writing pages - a collection of photocopiable sheets with toy themed borders Writing worksheets - a collection of worksheets with toy pictures and lines below for writing My favourite toy - draw and write about your favourite toy Word mat - an A4 word mat with words and pictures to use for writing activities Number line - a number line to 100 on colourful toys Alphabet line - a colourful alphabet line Flash cards - word and picture cards of lots of different toys Design a toy - a worksheet for your toy design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus mucDesign a toy - a worksheet for your toy design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus mucdesign Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus much more
As handy as it is, the main keyboard is truncated, which means it really is designed for making numerical entry easier at the sacrifice of alpha - numeric typing (as I think about it, there are a few games out there that could benefit from this little addition as well).
After reviewing product design, which allowed holders a one time option to increase their rate over the term of the annuity, and doing a little bit of game theory work, I said, «Here's the good news: given what we know about policyholder behavior and what we know about bonds, this is a cinch to hedge.»
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.
It's why we see so many developers and publishers who are positive about good changes to game design, becuase they understand that every little and big thing added to existing concepts is what keeps gaming interesting and the customers engaged.
Considering the game was about Jazz music and forming a band, it was a little underwhelming that the sound design didn't feature more, but it has to be said that the inoffensive, repeating backing music does a good job of adding to the experience without ever being in your face demanding attention.
- 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
I also have a little surprise in store for those players curious about the design of the game — which would go wonderfully with a physical edition too!
With a solid foundation of a game system, an entire island's worth of little juicy details to discover and draw out, and a distribution of these elements that follow a sound train of logic when you think about it, I believe Bastard Bonds ranks up there with Dark Souls in terms of cohesive game design.
Though even with a skillset based around action, since Jensen is able to sustain little damage Deus Ex: Human Revolution is obviously more designed around stealth gameplay, and this is clearly the best method of going about playing the game.
The graphical art style is a little similar with Limbo, comparing every black and white game with Limbo is a little unfair but the character design too, reminded me about Nameless Boy from Limbo.
One of the things about the way that we designed weapons on this game (which is a little different than what we'd done before) was that it was much more almost clinical trying to figure out what we needed.
In the days before the latest set — Kobolds & Catacombs — releases to general audiences, we were invited to sit with Ben Thompson, Art Director, and Peter Whalen, Senior Game Designer of Hearthstone, to discuss not only the new set, but also what goes into making a new set, how their design philosophy has changed over the years, and even a little bit about the stellar work of Blizzard's in - house cinematic team.
Muneki Shimda from Sony's software department then spoke about the console's design, before Yoshida showed a new title known as Little Deviants, a game filled with cute and cuddly characters, apparently.
Sure, which is why they made Steam Controllers, and Big Picture Mode, and designed a VR headset, and are developing VR games, and hosting record - breaking esports tournaments... «as little work as possible», doing things nobody has ever done before, to «print money»... if they were truly another «disregard artistic vision, print money» - type company, we'd all be bitching right now about how bad Half Life 6 was.
Be it stylistic choices that build up a sense of the new and unknown, story beats that are based around surprise and excitement, or how narrative design can work together with things like level design to help players feel excited about the little things they find in the game world.»
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY on PlayStation, I would eagerly walk home as quickly as I could just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the developments in the games, I think that reminiscing about aspects of a video game with great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from what was taking place on the screen would become completely null and void in my mind to the point where I forget that I was playing a video game, even though I did not live the events of the game, I can emphatise with them as if I had, that is the sort of impact that the emotional depth of the story, the characters, the music, the design and the overall world of the series have had on me, what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in time, which is a sentiment that makes me wish that our world as whole had a little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
Now, today, I'd like to talk a little about what I've learned through the process of making games, specifically about some tips regarding storyline creation and game design.
This little wonder was designed to tell people the truth about gaming since people like Representatives Baca and Wolf want to force game developers to label their games with lies.
There are definitely elements of Halo in Destiny, especially in weaponry design, and we also see a little of Portal 2 in the game - namely in the probe sent down the tunnels about halfway through an earlier Destiny demo.
After that was my favorite part of the Direct Event; they showed a little video about Yoshi's Woolly World in which the woman who created the yarn Yoshi Amiibo discussed her designs and a bit about the game itself.
In the end Sea of Thieves is a flawed game, it's a 60 $ product that has very little content that's designed for players, but it's a good kind of flaw, because it forces players to make their own story, and that's what being a pirates is all about.
Fireburst gets a little credit for some attractive visuals and a game design that ever so slightly hints at greatness, but that's about all it has going for it.
The other aspects of making an RPG were more of a challenge, says art director Jan - Bart van Beek «It wasn't an easy transition going from Killzone to Horizon... we went from something we knew very well to something we knew very little about initially and it's been five years of learning how these games work, how these systems work, how the design of it works.»
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