Sentences with phrase «talking about the games they designed»

Here is an example: during college in the common area, I was just talking about game design.
He talks about game design, storytelling, and creative life on the internet.
I don't really have a favorite game designer I think, because when I say that I like a game designer I'm probably talking about the games they designed.
We talk about game design, marketing, mobile games promotion, and many more.
If you're not talking about games, but about cinema, visual arts or toys, what good is talking about game design?
I think it's important to give a safe creating space for marginalized groups in the gaming industry: I co-founded a feminist game group at my university where we play and talk about games designed by women, trans, non-binary, queer, and other marginalized people.
She currently has a Patreon where she designs experimental games and a Youtube channel where she talks about game design.
Reddit - Game Design The Art of Crafting Rulesets About Blog Game design subreddit is a place to talk about Game Design and what it entails.

Not exact matches

And that's before we start talking about the coming $ 20 - a-year subscription service («Nintendo Switch Online») designed to offer access to an ever - expanding library of classic Nintendo games, or the «Smash Bros.» game that's in the works.
The flaws in Pokémon Go are multiple, and range from small details to all - encompassing philosophical shortcomings (and I'm just talking about design, not the game's various technical problems).
Even with that improved game, Tiger talked about the tricky layout before the week and it was clear that this Pete Dye design is still not one he's especially comfortable with.
It's all part of a gradual rhetorical shift away from talking about creationism and intelligent design toward casting doubt on evolution, says Joshua Rosenau, spokesperson for the National Center for Science Education in Oakland, Calif. «They have this idea,» he says, «that it's a zero - sum game, so anything you can do to knock evolution down actually promotes creationism without having to say the word.»
Tommy John's next generation design even include the patented horizontal QuickDraw fly, talk about the game changer.
I have talked about the co-op before but I will bring it up here again, because it is something I love in a game and it appears to be well designed in Sniper Elite 4.
Why am I just talking in depth about the design philosophy of the game instead of the gameplay?
Your a real idiot man, ofcourse their not going to talk about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's great tech, and the design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see what Wii U is really capable of, we need to see games built for it from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut development time for new games and ported games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not going to need to learn how to develop for PS4 & the next Xbox.
The HANDHELD variant got the better developed game (clearly), while the console version got this weird addition to the series with virtually nothing tying into Animal Crossing other than some jokes about the series / trivia about New Leaf, no decorating, no designing, and no talking to your villagers - even HHD allows you some minimal conversations.
In anticipation of Disney Infinity 3.0's release, we once again got to talk to the lovely Jeff Bunker about what goes into designing the game's many awesome female characters.
We talked with senior producer Jim Boone and design director Scott Phillips about trying to make a game while your publisher implodes, the trauma (or lack thereof) of changing corporate horses midstream and what exactly the team has in store for a current - gen title in a next - gen year.
Of course it's not the next Zelda, I'm talking about, maybe similar elements, for the art and design in both games.
These three elements come up again and again when we talk about good learning design and we can learn a lot about how to apply these in learning by studying games design.
Word searches - 2 word searches with words and pictures Writing pages - a collection of photocopiable sheets with toy themed borders Writing worksheets - a collection of worksheets with toy pictures and lines below for writing My favourite toy - draw and write about your favourite toy Word mat - an A4 word mat with words and pictures to use for writing activities Number line - a number line to 100 on colourful toys Alphabet line - a colourful alphabet line Flash cards - word and picture cards of lots of different toys Design a toy - a worksheet for your toy design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus mucDesign a toy - a worksheet for your toy design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus mucdesign Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus much more
Precisely the same as the US - equivalent Platinum release of the game, the Classic edition will feature Bring Down the Sky, the very same Future of Mass Effect documentary we've been talking about (below) as well as music, trailers and design galleries.
Numerous other frustrations, problems and examples of poor game design are present throughout the course of the game as well, although for the sake of keeping this review somewhat short I'll forgo talking about many of them.
Chris Wallace talks to Undead Labs» design director Richard Foge about Xbox Game Pass, cross-play and the importance of community.
- 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've been talking to a lot of journalists, and they'll ask me about making a battle royale game, because literally everyone else is,» says design director Richard Foge.
Ubisoft has sent out the third dev diary for Prince of Persia today, showing producer Ben Mattes, level designer Michael McIntyre and narrative director Andrew Walsh — who all look like they could sleep for roughly a week — talking about the game's illustrative art design, the environments, and what they see Prince of Persia as.
Aha, once again it is time to pick the best posts of the week from big sister site Gamasutra and elsewhere on our Think Services sites / blogs - headed up by a pair of fine features talking about production and game design.
When prodded about the possibility of the sequel arriving on other platforms, design director Jonathan Biddle coyly responded, «We're just talking about Wii U today,» which is the standard industry euphemism for, «Yeah we're making this game elsewhere as well, but our contract only let's us talk about this one today.»
Last year, we spent an hour playing the original Ultima Underworld with Paul Neurath, as he talked about designing the game.
He has worked on eight published games, two textbooks, two free online courses in game design, and several other things he can't talk about since he's still under NDA.
«Some games developers, early in their projects, are engaging and talking about their designs on Twitch, but there's a later stage aspect to consider.
Talk about everything from game design to guerilla marketing.
No matter what game design we're talking about, there will always come a point when the player is not changing anything they're doing, and the only form of progress is numerical.
We talk about Italian things, game play design, and shooting...
Continuing our talk about replayability in game design, we're going to talk about item generation.
There are other better designed games than AD&D out there but AD&D is the only game (in my experience) that makes your friends talk about «killing that dragon» years later after playing and make strangers look at them as if they were crazy.
In the next part of this series, I'll talk about how we can design games that make sure to offer enough viable options and in the article after that, I'll explain how we can attempt to create fairness in those pesky asymmetric games.
We talked to Tommy Refenes, the Co-Founder of Team Meat about Super Meat Boy Forever in terms of how speedrunning may or may not have affected the game's design.
people who talk about «spatial design» in games are cool.
In the next part, I will talk about 2D and 3D art, sound / music, level design / boss fights, play - testing, getting the game onto an iPhone (Xcode), and the final crunch to the finish — the much juicier — and rewarding - parts of game making.
This week on the cast, James and I had the chance to talk to Game Designer and Tabletop developer Sandy Petersen about his work, tabletop design and more.
The folks at Grand Text Auto have linked to a mini-article in The Economist about game AI which features them talking about Facade, but even more interesting, for us, is a hint about the game Steven Spielberg is making at Electronic Arts with design veteran Doug Church.
At his GAMEHOTEL SHOW appearance, Doug will talk about his experiences in designing a game with three - time Academy Award winner Steven Spielberg.
Level design seems to take a low priority in general for games criticism, especially for RPGs; it isn't the only thing to talk about, obviously, and the script often rightly takes priority in many writers» minds.
This week on the cast, James and I sat down with Sound Designer Joonas Turner to talk about the work that goes into sound design, his first commercial game, and my possible future singing career.
The big change that needs to be talked about is the inclusion of a first - person view, a shocking design decision when one considers that the game was built from the ground to work in third - person.
In an interview with NotEnoughShaders Xander talks about how working on Triple - A titles isn't the dream job that people think it is: «As my first industry job, I lived on an air - mattress and could only afford to rent rooms from stranger to stranger month to month on Craigslist for an entire year while designing UI for a multi-million dollar grossing console game.
In my review of the first game I talked avidly about how the game felt it had been built and designed by people with a genuine passion and love for the genre, and once again that shows through in the puzzles and general gameplay in Chaos on Deponia.
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