You want people with
solid game design experience but they also need to be able to work comfortably in this new continuous deployment world of social games but somehow understand that the basics of production never really change.
Battletoads proves that a concept that's vaguely adjacent to something popular is at least as important as
solid game design when it comes to making an impression.
Interesting control mechanics meet surprisingly
solid game design in this fun, if simple title.
He not only could point me towards great locations when I was scouting for my open world quest designs and district design effort, but would often offer
solid game design ideas in the process, particularly as they relate to driving and how the location fit into the overall district.
You've got
a solid game design document, a (mostly) working prototype, and have even started to deal with the incredulous looks of bewilderment and disbelief when you tell people you're «making a game».
That right there, is
some solid game design.
Shacknews chats with indie developer Housemarque about Reboot Develop 2018 and Finnish notions of
solid game design.
Not exact matches
Despite being
solid and fun - to - play Star Wars: The Force Unleashed 2 is poor in a lot of
game aspects, for example gameplay (really repetitive), level
design (linear) and enemies variety and AI.
While the
game's play control system can be a tad loose in feel at times, the overall experience is still
solid and proves that you don't have to have a lot of bells and whistles in your play control
design to make an involving and enjoyable
game.
Perhaps what's most amazing is that it plays like the work of a seasoned developer with a rare grasp on atmosphere and tone, a rock -
solid set of technologies, and sophisticated ideas about
game design.
Lighting, special effects and explosions are very impressive and when matched with the level
design and character creations, this is one
solid looking
game.
Ground Zeroes ultimately served as a proof of concept: a convincing demonstration that Metal Gear could adapt to contemporary
game design standards without sacrificing the franchise's unique essence (something Metal Gear
Solid 4 gave us ample cause to doubt).
It might well be the single most sophisticated 8 - bit
game ever
designed, and Kojima barely had to update its tools and mechanics when bringing the series into 3D for Metal Gear
Solid; he basically just remade Metal Gear 2 with polygons.
While the audio and visual
design is
solid, the
game does have an indie vibe to it (animation and enemy pathing aren't spectacular, and the 3D models are fairly basic).
The gameplay is
solid but less inspired than the rest of the
game's
design.
Kojima Productions once again raises the bar with the FOX Engine offering incredible graphic fidelity and the introduction of open world
game design in the Metal Gear
Solid universe.
I played World of Tank Blizt, is a freemium
games with incredible
solid gameplay, great attention to
design and layout.
While PlatinumGames developed the
game we know to be Metal Gear
Solid: Revengeance, Kojima Productions contributed to the title by handling the plot and character
design of Raiden.
It has faults, and it's certainly aged a wee bit, but the final product is still an incredibly strong example of thorough
game design and
solid character work.
Outstanding Achievement in Art Direction ICO (PlayStation 2) Sony Computer Entertainment Inc. / Sony Computer Entertainment America Outstanding Achievement in Animation Oddworld: Munch's Oddysee (Xbox) Oddworld Inhabitants / Microsoft Outstanding Achievement in Sound
Design Metal Gear
Solid 2 (PlayStation 2) Konami / Konami Outstanding Achievement in Musical Composition Tropico (PC) PopTop Software / GodGames Outstanding Achievement in
Game Design Grand Theft Auto III (PlayStation 2) DMA
Design / Rockstar Games Outstanding Achievement in Visual Engineering Halo: Combat Evolved (Xbox) Bungie / Microsoft Outstanding Achievement in
Game Play Engineering Grand Theft Auto III (PlayStation 2) DMA
Design / Rockstar Games Outstanding Achievement in Character or Story Development ICO (PlayStation 2) Sony Computer Entertainment Inc. / Sony Computer Entertainment America
In addition to highlighting the
solid design foundation of Revengeance's combat system, the boss battles also expose one of the
game's glaring flaws: its ineffective camera.
I don't think there's another
game on the showroom floor of this year's TGS (aside from maybe Monster Hunter) that so shows up the conflict between good and evil in the
design of the Nintendo 3DS as Metal Gear
Solid: Snake Eater 3D.
After taking in the
game for some time, and taking time out to appreciate it's
solid design, I started to realize that I was, in fact, a bit bored with the whole ordeal.
Want to know how an open - world
design is going to change the stealth in the next Metal Gear
Solid game?
The mind behind Metal Gear
Solid, Hideo Kojima, speaks about how his interest in movies and novels affected the way he approaches
game design and about making
game systems, story...
Video
Game of the Year The Witcher 3: Wild Hunt - CD Projekt / CD Projekt Red Mobile
Game of the Year Her Story - Sam Barlow Table Top
Game of the Year Pandemic Legacy - Z - Man Games Excellence in Gameplay Metal Gear
Solid 5: The Phantom Pain - Konami Excellence in Art Bloodborne - Sony Computer Entertainment / FromSoftware Excellence in Animation Rise of the Tomb Raider - Square Enix / Crystal Dynamics Excellence in Technical Achievement The Witcher 3: Wild Hunt - CD Projekt / CD Projekt Red Excellence in Visual Achievement The Order: 1886 - Sony Computer Entertainment / Ready at Dawn Excellence in Narrative The Witcher 3: Wild Hunt - CD Projekt / CD Projekt Red Excellence in
Design Bloodborne - Sony Computer Entertainment / FromSoftware Excellence in SFX Star Wars Battlefront - Electronic Arts / EA DICE Excellence in Musical Score Ori and the Blind Forest - Microsoft Studios / Moon Studios Excellence in Multiplayer Rocket League - Psyonix Excellence in Convergence Batman: Arkham Knight - Warner Bros..
After taking on more of a background role for Metal Gear Rising Revengeance, Hideo Kojima will be stepping up to the forefront again by writing, directing and doing the
game design for Metal Gear
Solid Ground Zeroes, as well as producing it.
At its core, the
game was fun, with interesting level
designs and fairly
solid gameplay.
I mentioned in my review of VF5 that, at some point a series» strange, off - putting
design decisions just becomes that
game's style, and can no longer be questioned or critiqued: If you didn't like endless cutscenes and almost no gameplay, then why are you «playing» a Metal Gear
Solid game?
But it wouldn't be Metal Gear
Solid, because that's
designed as a
game.
BEST
DESIGN Rocket League (Psyonix) Metal Gear
Solid 5: The Phantom Pain (Kojima Productions / Konami) Bloodborne (FromSoftware / Sony Computer Entertainment) Fallout 4 (Bethesda
Game Studios / Bethesda Softworks) Splatoon (Nintendo EAD Group No. 2 / Nintendo)
Some
solid design theories are presented in Talib Hussain's useful tutorial: Serious Game
design theories are presented in Talib Hussain's useful tutorial: Serious
Game DesignDesign
This ongoing series of essays on the craft of writing will include all topics related to writing fiction, including: The Basics Plot & Structure Voice Theme POV Characterization Dialogue Narrative Creating a bond with your reader Pacing Advanced writing and plotting techniques Writer's block Marketing Branding Publishing Self - publishing Healthy habits Bad habits The Writer's Life eBook formatting Paperback formatting Amazon keywords Writing blurbs and descriptions Cover
design & layout Productivity The Classics Short stories Poetry The Writing Process Show don't Tell Self - editing Proofreading Building a
solid career Targeting a specific genre Genre Fiction Literary Fiction Sharpening your writing skills Making every word count Deadlines Putting together an Anthology Working with other artists Collaborating Grammar Punctuation Writing for a career Treating it as a business Running a small press Financing your career Keeping track of your royalties Staying motivated Writing movies Writing comics Writing
games Building a fan - base Online presence Newsletters Podcasting Author interviews Media appearances Websites Blogging And so much more... Are you ready to be called an author?
Virtuos made 3D art,
designed levels, and helped program many of the industry's biggest
games, including Uncharted 4: A Thief's End, NBA 2K18, Middle - earth: The Shadow of War, Forza Motorsport 7, Prey, Star Wars Battlefront II, Need for Speed Payback, Watch Dogs 2, Far Cry 4, Metal Gear
Solid V: The Phantom Pain, Marvel vs. Capcom: Infinite, Halo 5: Guardians, FIFA 17, Battlefield 1, Call of Duty: Black Ops 3, and Mortal Kombat X.
One minute PC Powerplay gives us a
solid 90 saying «I love this
game unequivocally», next Quarter - to - Three slaps us with a 40 saying we have been `... unable to make the
game we
designed».
The
game has a slightly cartoony graphical style, which while lacking in detail looks lovely, and the audio
design is
solid, the two factors combining to bring the massive battles to life.
As it turns out all fears were largely a pointless waste of energy as Metal Gear
Solid V gets it right for the most part, mostly because it still retains that detailed level
design of the past
games, focusing it on the 50 - bases and small outposts scattered around the two environments, each one completely unique and offering different challenges.
+ Exceptional sound
design +
Solid flight and combat mechanics + Stunning visuals + Very large
game world - Boring and repetitive missions - Can feel incredibly lonely and lifeless - Needs more in -
game tutorials
Sure, there were quite a few problems with the
game and some questionable
design choices, but the basic premise was
solid, the art - style was slick and including a parkour system for movement was a fun idea.
- former level designer on Resident Evil 7 for Capcom - former P.T. and Metal Gear
Solid 5 dev for Kojima Productions - has now joined Nintendo EPD (Kyoto section)- has been working at the company since around January - February - helping
design a Switch
game that may have not been announced yet (or maybe it's the Zelda DLC)
Includes 2 x Premium «Scout» Wired Controllers
Gamers have long been snapping up Hyperkin's «Scout» premium controllers due to their classic look,
solid build and comfortable ergonomic
design.
The gameplay is
solid, there's a lot of missions to do and the purchase of new and interesting weapons from weaponized selfie sticks to full blown shotguns make for fun combat, the bikes albeit a little odd in
design are kinda neat and also allow for a decent amount of customization which is a very welcome addition, the content though is all too similar to each other so the
game is best played in short burst, otherwise one might suffer the pain of repetition.
Fantastic level
design and a real sense of speed help to scratch that nostalgic itch, but it also stands as a
solid game among its contemporaries.
The
game does features enjoyable,
solid third - person shooter mechanics and excellent multiplayer modes, but it's unfortunately held back by a horrible story, linear
design, dreadful QTE's and questionable driving sequences.
To its credit though, the
game is a tightly focused one, and it shows signs of thoughtful
design and
solid play testing.
Maintaining this
solid frame - rate drives a lot of the
design and technical decisions made during the early phases of a
game project.
The concept itself is
solid but the
game takes it to the next level with fantastic level design, an entertaining story, and one of the best New Game + modes I've ever s
game takes it to the next level with fantastic level
design, an entertaining story, and one of the best New
Game + modes I've ever s
Game + modes I've ever seen.
Besides making Dishonored a more competent, accessible
game, it simultaneously solves another
design issue found in both this and more stealth - focused
games like Metal Gear
Solid.
You have a
solid technical understanding of the 3D art production pipeline for
games, to effectively communicate and collaborate with other disciplines, like animation,
design and rigging;
Unfortunately, it doesn't take away from the fact that even on the PlayStation Vita (both versions ran
solid) the
game does find itself in trouble with limited enemy
designs.