Sentences with phrase «seen designs quite»

Not exact matches

as a hoops fan i love our new top and was interested to see the gers new top and quite frankly i do nt know how the guy who designed this strip still has a job its horrible and alot of my fellow mates (gers supporters) have stated they wont be buying this top and will be sticking with last seasons and they are season ticket holders....
We've put together a page of more designs that didn't quite make it, as they're too good not to share — click here to see them.
Also, it is quite hard to see how much milk has been expressed without taking the pump off, unfortunately this is probably a design problem with breast pumps across the board.
While it might sound quite geeky, it can be incredibly rewarding to see a piece of software you designed to come to fruition.
To make it even better, all of these designs are amazing and you are sure to get quite a few compliment and questions from anyone who sees them on your fingers or your toes.
In fact, I was quite surprised the first couple of times I saw toilets designed for this purpose when traveling in other countries.
Check out the video «How the Egg Board Designs Misleading Studies» to see that total cholesterol and triglycerides spike quite high for 7 hours after eating eggs.
Also, the diet is NOT designed for long term — so no need to grieve the loss of your favorite FODMAP containing foods quite yet... the diet is typically followed for 2 - 6 weeks followed by a re-introduction or challenge phase to see what foods you can add back without GI distress.
I have been seeing more orange or tangerine colored apparels in shopping malls and I am quite tempted to add a couple of designs to my wardrobe.
This particular design spoke to me immediately — it's quite possibly the happiest print I've ever seen.
The casting of Alicia Vikander is a daring choice as she doesn't quite fit the design we're used to seeing of the character from the games.
Despite some real imaginative sequences, which are illuminated by excellent production design and great costume choices, See You Up There's lacklustre style isn't consistent, never quite reaching the heights that the absurd tale requires.
Tossed in with excellent editing, wonderful sound and set design, a fantastic score, and some of the best writing we've seen yet from Wheatley and partner in crime and life Amy Jump, Free Fire is quite possibly the tightest, strongest film from Wheatley's oeuvre.
Sure, parts of the movie were quite dark, but that seemed to represent the original visual design; I saw no signs that the transfer suffered from excessive opacity.
Meanwhile, I'm interested, and quite pleased, to see that they've reverted to a general technical - contribution prize rather than the simple Best Cinematography prize they've handed out in year's past: singling out the witty, inventive production design of Jaco van Dormael's «Mr. Nobody» is both resourceful and intelligent.
The costume design for her character is quite ornate, though unfortunately we don't get to see any of the typical Bond girl in a bikini shots.
Though some see hints of Elantra and perhaps even Accent in the new fascia, the overall design reminds us quite a bit of that used on the Veloster — and seeing as that model is also trying to serve as a (smaller) sporty coupe, we're not too shocked to see Hyundai's giving both cars some common design DNA.
However, designers saw fit to apply the company's floating roof design element to the Altima's C - pillar, a peculiarity to which this author has never quite warmed up.
While Infiniti may not quite have the sales traction of contemporaries like Acura or Audi, you have to hand it to the brand for designing some of the most provocative cars in the luxury market, with production models tending to stick very closely to what's seen in concept form on the auto show floor; look the recently - released Q60 for an idea of what we're talking about.
The A3 concept is quite a smart looking design, and the first time we've seen an official sedan version of the A3.
I can't see the «progressive exterior design» on Sonic, it's still look so ordinary for me but I must say that the interior is quite impressive.
This makes it quite a familiar design that we have seen quite a lot of and could lead to its undoing.
It's quite unlike anything we have seen so far in the tablet sphere though before we start getting too excited, let's be reminded all over again these are just conceptual designs and may not bear any direct or indirect resemblance with a tablet which again no one is sure Samsung is going to come out with.
It's essentially following the same tablet design language we've seen from Asus for a few years now - but there's nothing wrong with that at all as it's really quite sharp visually and reassuringly solid and premium in the hand.
Compared to the old design, you need to be a little more accurate in dropping the phone into the pod, and it's not quite as secure (see the end of my video for the simulated earthquake shake test), but overall it's a super nice design.
For instance, if you check book cover designs from a century ago, you'll see they were quite awful in comparison with today's standards.
In terms of design, the Tab S2 feels quite premium and solid in the hands thanks to the metal frame around the sides, which is similar to the metal seen on the Galaxy A lineup.
If you might recall, in mid-January, we saw the first press shot leak of the HTC One (M7), which has carried a quite different design with grille designs of the stereo speakers on both the top and bottom sides of the handset.
The design of this hotel is quite unique and is like nothing you have seen before, making your stay there very interesting and special.
The designs are looking quite impressive so far and if they keep to a moderate pace in getting the mod packs out in a timely fashion, we could be seeing some real sparks fly as Star Wars fans begin to take more and more notice of this growing mod project.
- the scene at the beginning of a ceremony caused Shimamura a bit of trouble - the lines of the ritual did not properly reflect Zelda's personality, her motivations, her powerlessness, and awkwardness - Shimamura talked about it with Naoki Mori (who was in charge of Cinematic Design, including screenplay, and cutscenes)- the whole thing was rewritten several times, until they arrived at the final result - there's quite a lot of scenes she really likes in the game - her favorite line is the «Yes» Princess Zelda gives as an answer to the Deku Tree in a particular scene - in that scene, Zelda thinks about what she should do, but she can not see it at all - she refuses to give up, and wants to give hope to Link - Shimamura tried to convey all of those feelings through the single «Yes» she spoke - recording felt completely different than for animation, the dubbing of (foreign) movies, or other games - there was no fixed routine of how to approach it, as all different things were being tried out - lines were redone even after other lines were implemented in the game, as the team found better ways to say things - Shimamura finally managed to beat the game the other day, but she wants to keep practicing her shield surfing - Shimamura explains that she really gave it her whole when voicing Princess Zelda, to give her emotions - she hopes that players will remember their memories of Princess Zelda
I see it as a good example of the first game of a former game journalist; lots of novel and fresh mechanics, lots of idealism, but didn't quite have the iron grip of a seasoned design veteran.
So with good results handed in during all of our test clips - designed to test engine performance across the run of play in a range of conditions - the end product is two remasters that are the closest we've seen to a locked 60 fps in quite some time.
Despite the launch day issues that saw many fans unable to play for days after launch, the quite frequent little niggling bugs that also inhabit the game and some strange design choices that might rub some hardcore fans up the wrong way, Diablo 3 delivers something unique.
The graphics aren't great (Princess Allura has some of the most awkward running animations I've ever seen in a game and is a victim of that weird PS2 - era Japanese design that's all form and no function), but the game itself is a lot of fun, and quite different from modern tower defense - style games.
The mecha featured were well designed aesthetically, and made me quite eager to see what the customization will add to that.
As you can see from the video, EA had designed a fairly ok open - world Metropolis, which in turn has created more issues, like crashing into buildings, I remember playing this game and it was quite fun, but the number of times I was trying to navigate the streets to the waypoint but just kept crashing into the tall skyscrapers.
«How players react to the mode will be quite interesting to see,» he said, «and that might change how we tackle some future design approaches.»
The design is quite interesting, because it's different from other desert or western maps we've seen.
When looking at video game design salary trends, it's quite apparent that earnings for those involved in video game development will continue to see a steady increase.
We've had a couple of plays with Project Morpheus now and - spoiler alert - we really, really like it, but Sony has told us that the final design will likely be quite different to what we're seeing now.
While the graphics and sound design of the game are not quite up to the standard for what we are seeing on the Nintendo Switch right now, it's definitely still a good looking little game and definitely worth the money if you are a fan of the racing genre.
Ship design is quite interesting as everything looks futuristic in architecture and build quality as the front of your cockpit has a strong transparent surface which allows you to see where your turrets are being aimed with a heads - up display that aims weaponry in the direction the pilot is facing.
The city itself is also well designed, and, surprisingly, from time to time there are some really quite beautiful sights to be seen.
Still, the visuals may have made the overall game bittersweet, but judging them purely on their merit, I'd say Final Fantasy XIII has the best art design of the series that I've seen, which is quite a feat.
Due to the originality in their game designs, they've garnered quite a dedicated following of fans and have seen their fair share
Pros: more interesting arsenal, more customizations, AI opponents Cons: level design isn't quite as good, some of them are pretty garish and hard to see things in, performance issues
Quite a few hacks I've seen, will just take a Sonic game, change around the level designs and maybe the colours and that's it.
At first the work was quite controversial; sacred designs meant to be solely for ritual and only seen by initiates were being shown.
Although we missed exhibiting this year it was quite a bit more enjoyable to see all of the other happenings in town: International Contemporary Furniture Fair, Collective Design, Wanted, Art Miami, etc. [envira - gallery id = «1820»]...
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