Sentences with phrase «makes good game design»

Since then, I've been obsessed with the escapism of virtual worlds and the exploration of what makes good game design, to the extent that I'd spend hours developing imaginary games with friends or sketching whole casts of characters when I should have been paying attention in class.

Not exact matches

To me, the best point in this discussion is made by Stewart Mandel: whether we like it or not, the current system is designed so that any talk of resumes is meant to determine who plays in the national title game.
Since this is an away game against a good team, we already know two things: (1) it'll be a 4 -4-2 formation designed to make the game boring and unwatchable, and (2) Nélson Semedo will not start at right - back with Sergi Roberto once again playing a position he can't play.
«Bath Time «includes games designed to make good hygiene a pleasurable part of your child «s routine.
By following the Science Buddies project directions and creating the Scratch program as well as building the circuit and the creative or art piece, kids can turn household objects into electronic drums, make fun carnival - style games, design 3D toys, and write cool programs that use real - world input to make something happen.
With the help of our scientifically designed proprietary algorithms, we will use the results of our games to make better matches for our users.
I would describe my self as a kind, warm hearted person, who has a strong work ethic, i am very determined to succeed in life, i want to go to college for Video Game Design and Computer sciences, I like to make a woman feel good about herself, because everyone has lots of potential the only...
The rest of the time is spent exploring (only you can't in any type of satisfying manner because after 10 seconds you've got the pointless button pressing combat again) some terribly badly designed maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs game on the Spectrum 128K had way, way better level design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless because the combat is just so useless.
DrawRace 2 is better than the first chapter in every aspect: exceptional graphic design and a refined gameplay make this a great racing game.
By combining well - crafted room design with randomly generated maps and then giving the player the ability to smoothly run, leap and blast through them with all the grace of a shotgun - wielding swan while constantly upgrading their abilities, it offers a massively satisfying experience that's likely to remain permanently installed on your Switch long after you've deleted other games to make space.
It's fun to experience this amazing world, and if there was something focused on during the game design it was making sure that the world was a good place to go play in.
The lower character count, vastly downgraded graphics and less ergonomic design of the 3DS all factor together to make this a less - worthwhile version of a game that only dedicated Fire Emblem or Dynasty Warriors fans should buy, even in its best state.
The game doesn't make the same splash elsewhere and its interface is more complicated than it should be, while some sound problems make it less pleasant on the ears in contrast to its well - designed visuals.
Visually the game looks absolutely beautiful and when combined with the well worked sound design it makes the gameplay definitely stand out more.
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
If they were to hire Arcane to design Elder Scrolls 6, it would be the best game ever made.
Unsurprisingly excellent.Great level design, visuals, sound and powers.Enemies are tougher with decent A.I.There are a lot of nooks and crannies to explore, expanding the game if you wish.If anything could have been better, it would have been a mission that only Corvo could play, and that only Emily could play inserted around mission 5 or 6 to make the game just a bit more of a compelling replay experience besides a low / high chaos run.Changing the voice of the Outsider was very jarring and a mistake.Overall it's a great addition to the franchise, albeit with several huge errors on the part of the devs.
I myself thought the game was well - made and brilliant on its design.
The characters are all well made and the level designs have a nice variety of what you would expect in a military game.
Horizon Zero Dawn isn't the most original open world game that's ever been made in terms of design, but I thoroughly believe that it's the best execution of what we've come to expect from games in the genre.
Even the side - scrolling games, such as Sonic 4, haven't been as well received as SEGA might have expected, but there's a good reason: SEGA hadn't ever attempted to actually recreate a classic Sonic game, they kept throwing in gimmicks, using modern moves (such as lock - on attacks) and making the levels with a more linear design.
It's already been confirmed, that Wii U is indeed more powerful than the PS3 & 360, also Wii U's GPU has the ability to act and perform the same functions as a CPU, so that means the GPU can take alot of slack off of the Wii U's CPU, and that's what's going to make it possible for Wii U to keep up with the PS4 and next Xbox, it's called a Memory Intensified design, and it's a unique and very clever design of hardware by Nintendo, Wii U has a bit more power under it's hood than you think, just wait till 3rd partys start to master Wii U's hardware, I see good games on Wii U's horizon.
«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.»
Touted as one of the best RPGs of all time, Dark Souls» brand of merciless innovation and brutal dynamism has been paraded about, not least of all by console warriors, as the pinnacle of game design, and a classic in the making.
Those 8 - bit classics made Mega Man famous for challenging gameplay, clever boss designs, impressively open gameplay, and some of the best music ever heard in a game.
Update 12-10-13: With a new design overhaul for The Bests come a few new games: Need For Speed: Most Wanted, Rayman: Origins and FIFA Soccer leave to make room for Tearaway, Zero Escape: Virtue's Last Reward and Spelunky.
Jobs» late game admission to his own design flaws is the perfect endgame to all of Sorkin's verbal acrobatics, impossibly making a largely feel - bad movie feel genuinely good.
The pack includes: · Two long colourful display banners of «Pirates» and «Treasure Island» each decorated with pirate themed pictures · A colourful display border to print out as many times as you need for use on a display board of any size · An A4 word card - great to use when writing · Topic words - great to add to display or use in the writing area · Word and picture flashcards · Pirate posters - pictures of different pirates · Colouring pictures - a collection of pirate themed sheets for children to colour · Phoneme coins - all of the phonemes from the Letters and Sounds scheme on gold coins - great for display or to hide in the sand tray for the children to find the «treasure» · Alphabet coins - lower and upper case letters · Bingo - a pirate themed colourful bingo game to make and play · Skull and cross-bone bunting · Pirate phrases on posters · A pirate profile worksheet - draw your pirate and then decide what characteristics your pirate will have - three different versions of this for differentiation · Songs and rhymes about pirates · Play dough mats - can you make 3 more pieces of treasure, can you give the pirates new hats etc · Colourful treasure to cut out and use on displays, in the sand tray etc · Board game - move around the treasure island answering questions along the way to try and reach the treasure first - two levels of maths questions are provided as well as blank question cards · Two pirate themed wordsearches · «My pirate adventure» worksheet · Wanted posters for the children to fill in · Writing pages - Four A4 pages with pirate borders for the children to use when writing · Design a pirate flag worksheet · Search for the treasure game - collect coins along the way to fill your treasure chest · Cut and stick treasure map · Pirate acrostic poem · Speech bubble worksheets - write what you think the different pirates are saying · Counting cards up to 10 - count the number of pirate ships, telescopes etc · Design a pirate ship worksheet · Describe the treasure worksheet · A worksheet for the children to draw and write what they have spotted through the telescope
To make a good learning game, you need to understand the basics of game design.
This middle and high school prize is open to any STEM Challenge playable game submission — created by an individual working alone or in a team with up to four members — that was designed to help people to learn, improve their communities, and contribute to make the world a better place.
A well - designed, interactive learning game improves the learner's ability to think and helps make the course engaging.
Gee (2003) provides an excellent list of design principles that make the best games so compelling for youth.
As Sottile and Brozik (2004) noted, «Well - designed simulations and games have been shown to improve decision - making and critical thinking skills» (p. 2).
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).
Fire is great for apps and games as well as reading books and streaming videos, while a robust design makes it a durable device to stand up to the stresses of every day life.
Well, with the power of Unreal Engine 4 and this book... Now your dreams can now be reality!This book has been designed and crafted by independent developer Ryan Shah (of Kitatus Studios), who boasts over 10 years of experience working with video - game development tools as well as 2D / 3D art applications.Ryan Shah will guide you through your adventures with Unreal Engine 4, Teaching you all the important information in an enjoyable, relaxed and entertaining style, which will help make sure you have the greatest possible adventure learning to create the video - game of your dreams.If you enjoyed 3D point and click adventure titles (Such as Telltale's The Walking Dead, Back to the Future, Sam and Well, with the power of Unreal Engine 4 and this book... Now your dreams can now be reality!This book has been designed and crafted by independent developer Ryan Shah (of Kitatus Studios), who boasts over 10 years of experience working with video - game development tools as well as 2D / 3D art applications.Ryan Shah will guide you through your adventures with Unreal Engine 4, Teaching you all the important information in an enjoyable, relaxed and entertaining style, which will help make sure you have the greatest possible adventure learning to create the video - game of your dreams.If you enjoyed 3D point and click adventure titles (Such as Telltale's The Walking Dead, Back to the Future, Sam and well as 2D / 3D art applications.Ryan Shah will guide you through your adventures with Unreal Engine 4, Teaching you all the important information in an enjoyable, relaxed and entertaining style, which will help make sure you have the greatest possible adventure learning to create the video - game of your dreams.If you enjoyed 3D point and click adventure titles (Such as Telltale's The Walking Dead, Back to the Future, Sam and Max.
Python has multiple applications including game designing, image and mobile application development; computer aided designing (CAD) and others as well which make it a widely preferred programming language.
Google has made the right calls in term of aesthetics and industrial design, while Samsung was able to bring the best hardware to the game.
Similarly, games and kids» apps made for tablets often feel cramped — in some cases, you get a better experience with apps originally designed for a smartphone that have been adapted to the Nexus 7's larger - than - a-smartphone screen.
It's an all - in - one device designed specifically for gamers — one that has promised to be not only a powerful Windows 8 hybrid, but a portable gaming console, a home gaming console and generally the most robust gaming tablet ever made as well.
Probably to get it really good I would have had to have spent a lot of time testing and replaying those puzzles, and doing that kind of iterative process you do for good games design, whereas I'm much more interested in the world explorational aspects, and the more narrative aspects of gaming, which makes sense because that's what I do.
Dark subject matter and the difficulty keep this game from being classified as «fun,» however the story, design, and quite honestly the challenge make it well worth playing.
One thing that developer Neopica did really well is the sound design, they don't use high quality sound pieces but its decent enough to make a great deal of the game much better.
that was a decision we took, to delay the PC version, to take advantage of DX11, purely because we weighed it up and said, look, what it allows us to do is make the best - looking racing game that has ever existed,» game design manager Ralph Fulton told Videogamer.
The Good: + Interesting track layouts and great level design The Bad: — Boring Gameplay — Annoyingly Repetitive Character Taunts — No power - ups, weapons or anything to make the game actually fun The Score: Graphics: 8 Gorgeously rendered tracks each with their own unique themes and layouts.
Of course, Splash Damage did not do the console versions of ETQW, so perhaps they are assuming the «unlimited resources» of a PC in their game design (the kind of thinking that makes «Crysis» bring even the best systems to their knees).
It's worth the effort, though, as this is a thematic and very well designed game that places you into the role of a person stranded on a mysterious island who must survive the random events that will befall you every turn while trying to make good decisions about building shelter, hunting animals, creating items, gathering resources and exploring the island.
The soundtrack in THPS5 is good enough, but the game is riddled with technical glitches and design missteps, making it a huge step back for the series
There's a lot of little things done well in the game design that really made me want to keep playing.
Works with game designers, engineers and artists to help make the design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videodesign vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videoDesign Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videoDesign Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned videodesign revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video games
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