Sentences with phrase «piece of game design»

These speed - ups are a clever piece of game design because they give the player an enormous power into how they want to play during their session.
Plus, now that Undertale is coming to the Nintendo Switch later this year, you'll be able to take this genius piece of game design wherever you go.
It's a simple piece of game design, but few opportunities to intertwine with its gloomy world are as affecting.
These worlds that the development team have created are an amazing piece of game design, letting them leave the shackles of the «real» behind, to instead let their creative juices flow.
Stephen's Sausage Roll is a rare piece of game design that flawlessly integrates player learning with game world activities, all in a way that feels organic and natural.
It was a tighter piece of game design and featured a more fleshed - out narrative.
When asked about the difficulty spike of some of these levels, Tezuka imparts a short piece of game design wisdom for those of you who are still setting about to make difficult courses.
It's such a nice touch and good piece of game design that we can't help but feel a bit thankful for it.
And as someone who counts the original Deus Ex as one of the most crucial pieces of game design out there, my bar for hitting something that would live up to the original was pretty darn high.

Not exact matches

If you had designs on a think piece about the Death of the All - Star Game and What It Means For Baseball, well, have at it.
The game is an outstanding piece of player - oriented design: it understands player psychology better than most and works brilliantly, keeping you on the edge of being too scared to want to play any more, but too hooked to quit.
The concept was straightforward — design and build a robot that could pick up inflatable game pieces (triangles, circles and squares each about a meter in the diameter) and hang them on pegs protruding from walls on either side of the 8.2 - by 16.4 - meter playing floor.
While we knew several characters would be getting updated designs, a piece of info that wasn't really highlighted in the western Directs appears on the press site: «for the first time, the game includes fully voiced characters.»
Mutant Mudds Official Art and Design Works dives deep into the creative side of the Mutant Mudds series for videogame enthusiasts to share in how each visual element of the games were pieced together.
If you take a classic platform game design, such as Super Mario Bros — the player is always given the chance to read the level: to look ahead and assess every new piece of scenery or patrolling enemy.
ONE PIECE: Unlimited World Red Deluxe Edition brings that level of quality to the video game realm with a game - exclusive storyline and original characters designed by Eiichiro Oda, the creator of ONE PIECE.
Either way, what you need to know is that both of these Joe Danger games are smartly - designed, fantastic pieces of fun that anyone who is looking for some addictive, challenging puzzle - platforming gameplay should certainly check out.
Design studio Funsolve recently shared several pieces of concept art from various recent Sega games, most notably two that never saw release: All Stars Brawl and All Stars Football (Soccer).
The design studio Funsolve recently put up several pieces of concept art from various recent Sega games, and Sonic Stadium has noticed two that never saw release — All Stars Brawl and All Stars Football (Soccer).
It's a mix between the Dynasty Warriors game play style and the One Piece world, and while there is nothing wrong with Dynasty warrior style - games which happen to be brushed up pretty nicely having done a really good job with each level's design in the game with the ambushes and the enemies that appear in front of you.
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
Activities — designed to suit different age - groups — include games and activities to develop identification and analysis of different camera shots, learning how to construct a story and use character analysis in scriptwriting, analysing use of sound, expressing thoughts and opinions on a piece of film and exploring mise - en - scene.
Students can create media to show their physical creations, or the core creations themselves may be pieces of media like video games, podcasts, films, or graphic designs.
All you have to do is focus on your Instructional Design, as yourserious game development part will be a piece of cake.
What if we told you that every piece of Genie eLearning is designed to be as game - like as possible?
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.
Indeed, the game will ship with a new peripheral designed specifically for shredding, perhaps even a useful piece of equipment given the shredalicious playlist (first 35 songs listed below), also the biggest seen in any previous on - disc Guitar Hero release; 90 + tracks.
The game's tactile feedback, adept pacing, hair - raising set - piece design, and sheer, relentless sense of satisfaction make it the most intellectual action movie you've ever played.
But that isn't all, because EA have also announced that by playing the Kingdoms demo gamers will unlock two pieces exclusive gear to use in Mass Effect 3 when it releases in March, both of which are designed the man himself, Todd McFarlane.
If you take a classic platform game design, such as Super Mario Bros — the player is always given the chance to read the level: to look ahead and assess every new piece of scenery or patrolling enemy.
[In an in - depth opinion piece, game designer and researcher Douglas Wilson urges more collaborative approaches to game design, suggesting that «the «auteur» school of game development is not only outmoded, but dangerous to the vitality of the medium».]
The same attention to detail has gone into the game's audio design, with the soundtrack offering a wide range of brilliantly fitting pieces and the voice actors giving a stellar performance in delivering a believable struggle for Senua.
It's not all stand up comedy and blowing on glass bottles though, the competition here is designed to help future game makers show off their talents via a series of challenges based on real - life industry practices, asking entrants to create a portfolio piece, whip up some code or a host of other challenges.
True, having only one special collectible per level may be a downgrade, but the abundance of regular pieces in each level make the one case for replay value, an addiction born in discovering what games shall be depicted in eight exceptional pictures (all designed by special guests; Nintendo scholars like myself may recognize Benimaru «Ashura» Itoh, as well as some other Pokémon - related folks).
The music of Phantasy Star explores the full scope of moods between relaxed and intense with pieces like the village and tower music, respectively, as well as a host of other memorable tracks designed to lend as much vibrance to the game's universe as possible.
Items & equipment — Final Fantasy XIII had a very poorly designed equipment system where the player was supposed to pick one weapon for each character and then spend the entire game grinding materials to give that piece of equipment better stats.
ONE PIECE: Unlimited World Red Deluxe Edition brings that level of quality to the videogame realm with a game - exclusive storyline and original characters designed by Eiichiro Oda, the creator of ONE PIECE..
No one piece can fully cover such a broad topic, but in this checklist we will provide you with a bunch of useful tips designed to give your game the exposure it rightfully deserves.
There are 6 pieces in total, each with a different design of Sonic and his Wisp friends from the game.
I believe games need less tinkering with gameplay, and more mastery in the design of levels, set - pieces and predicaments for the player.
There are some tense moments attributed to harsh conditions that require you to bring enough oxygen tanks, but they stand out as remarkable set pieces, not a hallmark of the game's overall design.
The issue also includes a roundup of governmental game development incentives, Front Line Award finalists, a piece on the art of creating believably flawed characters, and our regular monthly columns on design, art, music, programming, and humor.
Behind that, though, is a great game with interesting enemies, a story that makes no sense but doesn't need to and some really good piece of imaginative art design.
- character creation lets you choose skin color, face, eye color and haircut - later in the game you can get glasses, pants, shoes and other stuff - start off by meeting Tom Nook and his posse of Happy Home employees - this includes Lyle the Otter and Digby the Dog, who give advice and help to keep the game moving forward - Lottie the Otter is Lyle's niece and handles the front desk in the game - she welcomes you every time you boot up the game and tells you what to do next - gameplay starts off with placing furniture, but quickly evolves into something more - place a house on the world map and cycle through seasons to see what you like - house can modified with different roofs, doors, colors and more - every animal unlocks new furniture for you to use - completing a lot of requests is vital to getting a lot of content - characters will react to everything that you place and remove in the house - three pieces of furniture must be in or outside of the house and these need to implemented into the final design - if you don't follow this rule, your animal customer will not approve - add wallpaper, carpets, lamps, signs, music covers, paintings and much more - by completing special objectives in the office, which you pay for with Play Coins, you can even expand the feature set - set background sounds, choose curtains, change up furniture, display fossils and get a bigger variety of fish and paintings.
The mix of the real world and the magical cat world is enlightening and very clever, with some great set pieces and game design.
After Grand Theft Auto III, it seemed like everyone wanted a piece of the nonlinear game design pie.
Another approach to game design is to take a new piece of hardware and ask yourself, what is it capable of?
Features Include: • 30 flights of frenzy: Take on 30 bizarre, dream - like puzzle levels by removing obstacles from Subob's path to return him to safety before he crashes • Puzzle Gameplay Turned Upside Down: Negotiate impossible constructions in mind - bending, gravity - defying puzzle levels that require creative thinking to solve • Appreciate the Art of Impossible: Take in the painstakingly hand - drawn artwork of a game whose individual level design takes its cues from some of modern art's most memorable pieces • Nightmare Mode: Serious puzzle enthusiasts that can complete the main game are invited to try this all - new, enhanced - difficulty mode to truly put their puzzle - solving skills to the test
And through it all, he and his colleagues kept collecting, completing entire console libraries, unearthing one - of - a-kind gizmos and unreleased games, arcade cabinets, original design documents, production notes, paraphernalia, magazines, merchandise, toys, retail displays, and any other piece of the industry's history they could get their hands on.
Game Maker Studio may be a reined - in experience for most students of game design but it is a simple piece of software that allows for complex coding and it has produced a number of great titles since its inception in 1Game Maker Studio may be a reined - in experience for most students of game design but it is a simple piece of software that allows for complex coding and it has produced a number of great titles since its inception in 1game design but it is a simple piece of software that allows for complex coding and it has produced a number of great titles since its inception in 1999.
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