Sentences with phrase «of games work»

If you don't get a reply it's most likely because you've pitched us something that just doesn't fit with the type of games we work on such as a free to play mobile arcade game.
Some of the games work incredibly well and the responsiveness of the Kinect sensor was pretty good; however, during other games, such as «Glacier Hopping,» I found myself not only drenched in sweat but acting like a maniac swearing at the TV as my movements were not detected as they should.
A lot of games I work on are usually fighting game influenced, so I wanted to construct a framework so that creating future titles, whether 2D or 3D, would be easier in the future.
Both of these games work on an «opt - in» system.
Most of these games work on Shabbat also.
Keeping the phone part of the game works a lot better than what most parents do: holding your child's hands and saying, «We don't grab.»
This isn't just a simple mechanic shift with the same gameplay backdrop, rather it's a complete overhaul with how every facet of the game works.
As per most NFS titles, the controls of the game work well and have been mapped perfectly on the DualShock controller.
Director Sam Mendes crafted an absolutely thrilling Bond entry with Skyfall that was stacked with equal parts character development and spectacle, proving that when a group of film professionals at the top of their game work toward a specific vision, movie magic is possible.
The quality of life changes go a long way for both veterans and new players, making it easier to get in and learn how the intricacies of the game work, and fewer friction points lead to less players bouncing off.
Thankfully the majority of the game works fine without any major issues even if you are slashing hundreds of enemies.
If nothing else this is an interesting glimpse into how real life development of games works, one that might hopefully give players a better idea of the choices companies face.
Gameplay mechanics aside I feel that the theme of the game works well.
It's all a bit jarring at first, but feels just realistic enough to keep the suspension of disbelief required of all gamers working.
Every time you venture just that little bit farther than before or face that intimidatingly large new enemy type you're making progress and learning how the different elements of the game work and what tactics to apply during your next run.
A very important question: Will this NA version of the game work on my EU Ps4?
It is also important to understand that all elements of a game work in tandem to provide a gaming experience, and as such reviews and their representative scores should approximate the interplay of elements rather than focus on one element.
With the bongos, the distinctive style and design of this game worked very well.
Like some parts of the game work well but they really needed to mix it up.
Before joining Nintendo Iwata was with HAL Laboratory where some of the games he worked on were Balloon Fight, EarthBound, and the Kirby games.
Not that it was necessarily a bad thing as this style of game works perfect for The Walking Dead.
We're the only ones who can change how a lot of this game works.
Going away from LEGO Marvel Super Heroes 2 now, I noticed there were a lot of games you worked on that I played as a kid and I wondered if you had a favourite from your earlier games?
So for instance, if you realize that the battle system of you game works better if there are no close - combat units, there is nothing that stops you from doing so.
How does the base building part of the game work?
The free - roaming aspect of the game works really well, allowing for lengthy plays as well as quick five minute bursts of virtual tyre shredding.
Will we start to see the «guild» parts of the game working their way in, or is that still down the road?
The studio wanted to know which types of games worked for it as a studio — and, in order to get its feet wet, they have developed projects that align with different directions they are interested in heading.
The motion controls of the game work reasonably well.
The open design of the game worked well and the story was surprisingly well connected to the earlier games.
Team composition, character selection, knowing the characters» movesets, and knowing how the tactical aspects of the game work are all key to victory.
Any Star Wars fan likely saw this plot twist coming from a mile away, but after spending most of the game working out his Daddy issues, Tidus makes it to the end of his adventure only to encounter one of the harshest father - son reunions we've ever seen.
The problem though is that the game itself lacks any shred of depth, and its setup is overly convoluted, made all the more so by the fact that the game features no instructions on how the mechanics of the game work.
Virtual Console releases of this game work around the absence of this physical item by simulating it on the in - game manual by allowing the player to simply click a button to reveal the code.
Unfortunately, I feel like the concept of this game works better than the game itself.

Not exact matches

And simpler games that work well on mobile usually don't require massive budgets and teams of hundreds to produce; smaller development budgets mean they don't need to sell millions of copies to turn a profit, and there's more room for creative risk.
Money is a driving force for success and helps for the improvement of the overall work quality of the team, yet, it is not the only purpose of the «game of life» we all play.
Company director Shinya Takahashi followed with a history of Nintendo's platforms illustrating how Switch is in effect a composite of everything the company's been working toward for decades: a game system you can dock with a TV, but also removed to go mobile, and attach a pair of left and right controllers — called Joy - Cons — that let you play anywhere.
Yoga, working out, juicing, healthy eating, meditation, work / life balance are a few personal ways I stay on top of my game.
Indeed, it's «a constant game of risk management,» says founder Kamakshi Sivaramakrishnan, who also worked at Google but left in 2010 to launch Drawbridge, a company that builds technology to connect users» screens and devices without relying on their personal security information.
«The time of humongous studios with a thousand people working on a few big games, I don't think we'll see that again any time soon.»
The overwhelming majority of those smaller businesses — 84 % — are working on mobile games, nearly half on web games and almost a third on social - networking games.
Hundreds of artists and designers work on the game itself; others work outside the game on those videos and animated vignettes that develop the backstories of its champions.
«What remains to be seen is the game plan, the sequencing, the processes involved as well,» John Park, director of the Korea Working Group at Harvard Kennedy School, told Bloomberg Television.
Work will start on a game - changing redevelopment of Forrest Chase in coming months, with fund manager ISPT expected to receive planning approval for a major revamp of the CBD mall later this week.The
Between the level of detail in everything, the incredibly impressive shadow work, and the fact the game runs smoothly 99 % of the time, «God of War» is a technical triumph.
In a working paper at the National Bureau of Economic Research, researchers Mara Faccio and John McConnell estimated that the total amount of property and equipment damage caused by Pokemon Go players in the nearly 150 days after the game's release amounted to $ 2 billion to $ 7.3 billion.
Getting into the field is largely a matter of working your way up, though a graduate degree can go a long way in putting you ahead of the game.
There are many factors why people stay in jobs that aren't mentally stimulating, said Silicon Valley - based Liz Wiseman, executive advisor and author of Rookie Smarts: Why Learning Beats Knowing in the New Game of Work.
You can do that in the minors, but as you «grow up» in sports or in any other line of work, the mental game is every bit as important as the physical skills and talents.
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