Sentences with phrase «solid game design»

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 sgame takes it to the next level with fantastic level design, an entertaining story, and one of the best New Game + modes I've ever sGame + 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.
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