I am a detail - minded... ully resolved complex
technical design issues ~ Interfaced with design team members, including contractors... develop creative design concepts ~ Prepare construction documents and details to implement design concepts 09/2014
Not exact matches
The team details solutions to the various problems with regard to the MAX IV 3 GeV ring and presents its lattice
design as well as the engineering approaches that will overcome the
technical issues.
It is this
design feature that gives rise to many of the
technical issues that the team hopes to address.
The main topics are: ① Learn more about gene editing and how it works ② Hear about current advances on many
technical aspects ③ Optimize the RNA guide
design to the genotyping analysis (Bioinformatics workshop) ④ Highlight crucial
issue in your own scientific project Training «CNRS formation entreprises» in Illkirch (outskirts of Strasbourg)
The lectures addressed a well -
designed mix of highly
technical issues for sustainable and conventional energy supply systems, financial / cost analysis, and the relevant social implications.
These girls take care of everything from
technical issues on the membership site to graphic and web
design, web development and advertising.
Unfortunately, with
technical issues abound and some
design choices that grate on the player over time Tetris Ultimate just doesn't feel like it does the title justice.
Besides the nostalgia that can bring up to the ones that have played the original version, and a decent story, the remake / remaster of Outcast is full of
technical issues and a
design that hasn't aged well at all.
«Chronicles» covers the novel's complicated path to the screen, concept
design, actor training and rehearsals, the start of principal photography and aspects of the shoot, performances and related
technical issues, sets and production
design, various effects, stunts and action, costumes, weapons and makeup, the end of principal photography and the movie's premiere.
Kingdom Come: Deliverance is a very good and immersive title, but it suffers from
technical issues and some surprisingly misguided
design decisions.
In the end, Kingdom Come: Deliverance is a very good and immersive title, but it suffers from
technical issues and some surprisingly misguided
design decisions.
It only would have needed some small gameplay
design tweeks and some
technical issues resolved to have been perfect... in fact, out of the 8 Silent Hill games, I would rank Downpour in my top 3; if you haven't checked it out yet, Downpour is definitely worth a playthrough.
I simply think that people should go into any game well informed of
technical or
design issues that could impact there experience.
Both sit together for this running, screen - specific look at the tale's origins and development, various story / character
issues and influences, cast and performances, the flick's title, sets and visual
design, music, audio and editing, abandoned / altered sequences, animation and
technical topics, and trivia.
The result of this was The Evil Within and it was a game that unfortunately was fairly divisive at launch thanks to its
technical issues and some fundamental
design flaws.
Having adequate
technical support is imperative from the beginning stages of
design to managing
issues that may arise after implementation.
Paul Alway, responsible for
Technical Standards Refrigeration for Tesco, said of their
design: «A fantastic piece of work that accurately identified and addressed all the main energy usage
issues associated with refrigerated cabinets in supermarkets.
Dejan Mumovic, the editor of the forthcoming CIBSE
Technical Memorandum on Integrated School
Design and Senior Lecturer at the Bartlett School of Architecture at University College London highlights post-occupancy evaluations as a key factor when measuring energy of schools: «
Design and operational
issues are not unique to schools and are well known to engineers.»
Today's Performance Support Platforms put aside the
technical issues associated with performance support and recreate the need to consider basic instructional
design methods when admitting real time learning.
Therefore, our work on educational assessment systems ranges from helping schools and districts
design and implement productive classroom formative and performance assessment systems to working with states and other partners on both
technical and practical
issues associated with large - scale assessments.
Juan is especially interested in helping states and educational entities solve intricate problems in assessment and accountability
design and implementation that often result from an intersection of policy,
technical, and practical
issues while navigating complex relationships between agencies.
Juan D'Brot assists clients solving intricate problems in assessment and accountability
design and implementation that often result from an intersection of policy,
technical, and practical
issues while navigating complex relationships between agencies.
His work interests include assessment and accountability
technical and policy
issues, assessment and accountability
design and implementation, measures of student growth, standard setting, educator accountability systems, and impact evaluation of policy and programs.
From creating dynamic new schools to helping career academies develop their work - based learning programs, we provide
technical assistance on a wide range of relevant school
design issues.
In addition to participating as an exhibitor at the Show, I - CAR will also provide several hands - on
technical demonstrations on the Show floor
designed to provide attendees with information about some of the most current
issues in vehicle technology and important considerations for collision repair.
We are seasoned project managers, developers, designers, typesetters, and editors who run an organized, professional office, create great
designs, and can manage all
technical issues.
We have found Steve consistently helpful, answering EMails quickly, discussing queries, clarifying possibilities, doing corrections with patience, and also making good, educative suggestions about other aspects of the work —
design issues,
technical points and even distribution.
the crysis games have laughable gfx especially crysis 2 (horrible shadow, gun sounds, blood effects, misplaced objects, enemy
designs, so many
technical issues with that game..
Everything works and acts perfectly; the game is extremely well
designed, and there are no
technical issues.
Obtain or attempt to obtain any unfair advantage, procure in - game items and / or currency, or bypass any game system by exploiting a bug,
design flaw,
technical issue, or by any other method.
Pros: Great new action skills, O2 kits provide interesting effects, Grinder is a great alternative for vendor trash Cons: Everything feels slow, level
design leads to inadvertent deaths,
technical issues abound
Pros: A new Sonic platformer for series fans, better than Episode 1 Cons:
Technical issues, general blandness in level
design
The updated nemesis system and collection of new abilities lend themselves well towards many unique experiences fighting the armies of Mordor, but a few
technical issues, difficulty spikes, and poor
design choices hold back Shadow of War from being an amazing sequel.
+ Cool graphics and
design + Catchy music + Usually smooth gameplay - No difficulty curve -
Technical issues - Very limited lives
GC: As far as I'm concerned the main
design issue with online multiplayer games is not a
technical or mechanical one, but simply the fact that everyone's always so awful to each other.
Though the presentation is lighthearted with its hip - hop soundtrack and stylized players, a barrage of
technical issues and poor
design choices ultimately kill its momentum and halts the fun.
Outside of the more
technical issues faced were those presented to the
design team.
Overall, Outlast is a fantastic looking game, reveling in it's gory and grizzly glory; these minor
technical issues, while affecting the games immersion in a few instances, are more than the likely the result of
designing for new hardware, and have little effect on the game's enjoyment overall.
Sniper: Ghost Warrior 3 has potential to be a great action game, but its poor
design of the open world, drab missions, a lot of
technical issues and a lame story tears down the game.
If you're able to look past the
technical issues and menu
design, you'll be hard - pressed to find a more engaging strategy game on the PlayStation Vita.
We rarely see scenarios and story structure this good in a game, and that makes it easier to forgive some of the more hardcore
technical game -
design issues.
Some
issues including complexity in fonts,
technical limitations, or game
design observations and learning that happened post-release.
As aforementioned, impressions for the game have not been rosy thanks to
technical issues and repetitive level
design.
Visuals aside, the game features brilliant sound
design and there are no
technical issues with the sound.
• Follow the level
design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on d
design pipeline from «pen & paper» game
designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and
technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game
design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on d
design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production
issues • Meet production schedules and deadlines • Collaborate with
Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on d
Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
Frustrating combat and a few glaring
technical issues aside, Ittle Dew is one of the most well -
designed download games ever released on the eShop, approachable enough for young players and deep enough for hardcore Zelda veterans.
It's a real shame that some questionable game
design choices and easily fixable
technical issues have overshadowed the positive elements of the game and obscured the fact that Downpour takes a very big step in the right direction by bringing the series back to its roots.
While a plethora of
technical issues and its underdeveloped open - world hold Nier: Automata back from being the underrated masterpiece that everyone claims it to be, it is still an exuberant experience that has the foundation for a masterpiece, simply lacking the required polish and
design to reach such meteoric heights.
Pros: Usual Suda flair in character
design and visual style, fast combat Cons: Deeply - rooted misogyny, glaring
technical issues, boring clichés
For now, WWII's great game
design is being hindered by
technical issues.