Sentences with phrase «on game design theory»

You've found a rare treasure trove of readable, thoughtful essays on game design theory, art and the business of design.

Not exact matches

Here's the theory: Microsoft's first party Xbox games are now being designed to work on both Xbox and Windows 10 platforms.
Their Game Design degree, like many other schools that offer such a degree, focuses on visual communication and game design theories, rather than the culture and businesses behind gaming environmeGame Design degree, like many other schools that offer such a degree, focuses on visual communication and game design theories, rather than the culture and businesses behind gaming environDesign degree, like many other schools that offer such a degree, focuses on visual communication and game design theories, rather than the culture and businesses behind gaming environmegame design theories, rather than the culture and businesses behind gaming environdesign theories, rather than the culture and businesses behind gaming environments.
Casinos are designed to deprive you of your sense of time, so when the Connecticut Republicans started — for the first time since the 1960s, we were told — descending into multiple ballots for their gubernatorial nominee, with long, tedious roll calls followed by long, tedious, game - theory - driven vote switches, it seemed like their convention had dragged on late into the night.
It's got all the hallmarks you'd expect: the framing device set late in the subject's life designed as an obvious set - up to tell a life story (see also: The Imitation Game, The Social Network) a score heavy on dreamy piano (see also: The Theory of Everything), the ending title crawl explaining the rest of the principal characters» lives (see also: every biopic ever... and Animal House).
Currently working on game theory and design.
The Megatrends of Game Design, Part 1 «Veteran designer Pascal Luban (Splinter Cell: Chaos Theory) launches a Gamasutra series on the «megatrends» of game design — from creating a longer shelf life for games through the rise of «fast gaming».&raGame Design, Part 1 «Veteran designer Pascal Luban (Splinter Cell: Chaos Theory) launches a Gamasutra series on the «megatrends» of game design — from creating a longer shelf life for games through the rise of «fast gaming».&Design, Part 1 «Veteran designer Pascal Luban (Splinter Cell: Chaos Theory) launches a Gamasutra series on the «megatrends» of game design — from creating a longer shelf life for games through the rise of «fast gaming».&ragame design — from creating a longer shelf life for games through the rise of «fast gaming».&design — from creating a longer shelf life for games through the rise of «fast gaming».»
Daniel Cook writes essays on game development, game design, game theory, game marketing, the future of gaming, and more.
I'm the author of two books on game design: Clockwork Game Design, which outlines a pattern for elegant strategy game design, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems generagame design: Clockwork Game Design, which outlines a pattern for elegant strategy game design, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems genedesign: Clockwork Game Design, which outlines a pattern for elegant strategy game design, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems generaGame Design, which outlines a pattern for elegant strategy game design, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems geneDesign, which outlines a pattern for elegant strategy game design, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems generagame design, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems genedesign, and Game Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems generaGame Design Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems geneDesign Theory: A New Philosophy for Understanding Games, which describes philosophy on interactive systems generally.
Lighting is one of the most crucial design tools for setting mood and readability in a game world, but level designers and environment artists often lack the language and theory to collaborate effectively on lighting design.
- 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
Arguing that this kind of conscious practice — which now constitutes the avant - garde of the computer game medium — can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
«People understandably don't give as much attention to story in games,» offered Ninja Theory's «chief design ninja», who has previously worked on performance capture driven games Heavenly Sword and Enslaved.
This course builds on the theory and practice introduced in the Game Design I course.
The latest and fifth 2007 Independent Games Summit lecture to go up is from Jonathan Blow, creator of 2006 IGF Design Innovation award winner Braid, and pretty watchable, as Blow takes us through the theory and practice behind several fascinating game prototypes, many also available on his website.
The «Official» Third party gun that is frankly a little bizarre, it is a pistol, but designed to look like a semi automatic machine gun, it has a slot where you can insert a memory card and use it as a reload clip (take it out and put it in again) and it has all the extra XBOX buttons, meaning it in theory would be very good on a longer form game.
Ninja Theory's Hellblade: Senua's Sacrifice has sold incredibly well on PlayStation and PC and in the process picked up many awards including Best Independant Game, Best Audio Design, Best Character, and Best Performance from TSA at the end of last year.
Based on the premise that the cultures of role play, sexual play, and digital play have all flourished beyond the boundaries of art structures, this exhibition provides a gathering place and platform for the exploration of queer play created by individuals and groups from the worlds of game design and theory, performance, kink, and activism.
In the years 2013 - 2015 she conducted post-doctoral research at the Gamification Lab in the Centre for Digital Cultures (Leuphana University Luneburg, Germany), where she co-edited a collected volume Rethinking Gamification (2014), lead numerous game - design projects and seminars on games theory and criticism, and co-organised the DiGRA 2015: Diversity of Play conference, amongst others.
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