Sentences with phrase «technical design issues»

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 ddesign 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 ddesign, 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 dDesign 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.
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