Sentences with phrase «much about game design»

I did not know much about game design before I read this book.

Not exact matches

Learn about physics as you play ring toss and other games, become an engineer and design the fastest boat you can race, learn about compression and tension as you make a tent and much more.
Games with truly wonderful sound design are rare, but discussion about the way games sound even less so, which is sad, because sound does so much for the experience.
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.
There isn't much more that can be said about how fun it is, except to repeat that its level - design is sublime, and it remains one of the funniest games in recent memory.
While there isn't too much to say about the visuals of the game past their beauty, I will say that everything in this game popped right out at me, both because of the extremely effective 3D and because of the vibrant and detailed colors, textures and designs.
Allen approached Turow to help design a game about the declaration, without anything much more specific than that.
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
My only complaint about Injustice is the costumes, but I have faith in NeatherRealm to make a fun game, and I like the comic so far, so if costume design is the only problem, I can't complain too much.
I designed the original concept, I started the project, set up the team, organized and scheduled everything from the very first day until the very last, I made 90 % of all environment art, about 30 % of the levels, roughly 30 % of the scripting, pretty much all effects, I optimized the whole game and set forth all the technical constraints, safe - guarded the consistency of all the art that was made, and so on.
«I think our team has learned so much about this genre of game design and we still have a lot of unique and interesting ideas that I think could make another great game,» she notes.
There isn't much known about the game online, other than its absolutely gorgeous concept art and design idea.
This game would introduce the Mushroom power - up, interestingly, this mechanic of «smaller Mario, bigger Mario» came about through the initial design process where levels were designed around a much smaller simpler Mario who would eventually be made larger in the game's final version.
Ocarina of Time also set world records for high review scores, although personally I do not like the game very much, apart from two elements — the titular ocarina, which was perfectly designed for the controller and taught the player some actual musical skills, and the horse Epona, about which I will have more to say later in this serial.
In the next part, I will talk about 2D and 3D art, sound / music, level design / boss fights, play - testing, getting the game onto an iPhone (Xcode), and the final crunch to the finish — the much juicier — and rewarding - parts of game making.
- 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
Nothing about this game seems to justify a re-release some 12 - years after its initial launch, and I can't find much reason to shell out the admittedly small asking price of # 12.99 unless you happened to be a fan of it back in the day, or perhaps if you're morbidly curious about game design from back in the day.
And while I haven't personally spent nearly as much time in the game as a vet like Eliot, I'd heard that Yoshida was very much a gamer's developer, so I was looking forward to talking with him about not just the game, but game design.
Mushroom 11, however, represents a more personal and experimental approach to Itay, as he questions much of what he knows about the art and process of game design.
IndieGamePod.com: Punch Entertainment's CEO and creative director join a podcast to talk about IGF Mobile 2008 and their entry, EGO, which one the «Innovation In Mobile Game Design»: «It's interesting — as we were developing EGO... the end result was much more ambitious than how [we intended it to be when] we started.»
I very much enjoy the character design and use of bright colors, but there's nothing particularly special about the way they're utilized in - game.
Dedicated players that are passionate about Mario and level design, and those that get just as much enjoyment out of entertaining others as they do themselves, are absolutely going to love this game.
The «immersive sim» is a subgenre of games that represents so much about what I personally value in game design: believable but unfamiliar places that feel lived - in as you explore them; an experience that's driven by the player's agency and the player's intent, that gives the player interactive tools to express their own role within that world; a set of game rules that feel so internally consistent and responsive that they expand what the world is, and the feeling that you are really in it.
Sony's Shuhei Yoshida has suggested that the Playstation Vita's success will depend as much on smaller titles and indie games as it will on blockbuster AAA titles, noting that the portable console was designed with one eye on thetraditional market, but that its conception came about as a result of taking note of the burgeoning smartphone and tablet markets.
«I think I just have an idea in my head about how big an adventure game should be, so it's hard for me to design one that's much smaller than Grim Fandango or Full Throttle.
::) To be honest, I'm already sick of hearing about the 3DS and hope that this keynote has more to do with design (it is the Game Developers Conference, after all) than a smug speech hyping Nintendo's latest product, as pointless as it may be to hope as much.
The game is designed with balance in mind so casual players can choose whichever character they like and a kart based purely on the look without worrying too much about performance.
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.
While some games are still very much about reaching for the high score, there has been an evolution in game design that has pushed the gaming industry towards comparisons to the movie industry.
The sound design of this game however is really bland and there's not much good about it.
And then some time much later I became a professional game designer, like in the nineties, and learned by doing a lot of things about game design.
Much like their name implies, Amanita Design is less about crafting a rigid and generic game, but rather creating a world with thoughtful game dDesign is less about crafting a rigid and generic game, but rather creating a world with thoughtful game designdesign.
There's something very cool about its relationship to the Dreamcast (still the last console I've bought; got three of them) that inspires and spurs my creativity in my own DC game designs (which, unfortunately, don't get much interest in the homebrew community... oh well)...
As Lara Croft was bigger and more recognised than the series she starred in back in 1997, Core Design could have quite easily released a cash - in game that was more about her than it was about Tomb Raider, but the sequel was still very much what Tomb Raider should have been about back then.
It includes original, never - before - seen, artworks, concept art for all the characters and enemy designs, behind - the - scenes commentary from Yacht Club Games about how we went about building each piece of the game, and much more!
None of them were about monetization, sales, numbers and not even very much about making games actually, but to inspire the audience to find more creative ways in game design.
I could probably rant for hours about just how much I dislike NSMB and the fact that it became it's own subseries and Nintendo's tenacity to keep «New» in the title and how there still are two unnamed Toads instead of two of the bevy of existing Mario characters or someone new and how all the games look the damn same and how the characters bounce off of each other like they're all trampolines and all the «bah - bah's» in the music which still probably hasn't changed and how I have to hold the Wiimote in that uncomfortable sideways position because even Nintendo realized motion controls don't work so the normal controller designed is screwed beyond belief and gah.
Entertainment & Media Law Signal Enforceability of Depiction Releases Redux — MHR Board Game Design v CBC Whatever else one might want to say about the CBC television series Dragons» Den, this much is indisputable: no other television show in Canadian history has been as important for advancing the state of Canadian jurisprudence regarding the enforceability of depiction releases.
Darts World was designed «to help those who want to help darts... to give darts players a platform and a voice and to provide them with as much information about the game as possible so that all who want to can play their part.»
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