Spending little to
no time on character development, the script rushes through a New Year's Eve celebration on the luxury liner Poseidon.
It builds slowly but assuredly and spends quite a bit of
time on character development; LaBeouf impresses with his, runt of the litter, leading role but the standout's among the cast are a brooding Hardy and an extremely corrupt and unsavoury Pearce.
Movies often use stereotypes in order to save
time on character development and get into the story.
Garland does not spend much
time on character development beyond the mere acknowledgment that Capra has a family and Searle and Kaneda's fixation on the sun, the latter having more relevance to thematic development and mood than their actual characters.
Not exact matches
* Day 1 Monday, February 22, 2016 4:00 PM -5:00 PM Registration & Networking 5:00 PM — 6:00 PM Welcome Reception & Opening Remarks Kevin de Leon, President pro Tem, California State Senate Debra McMannis, Director of Early Education & Support Division, California Department of Education (invited) Karen Stapf Walters, Executive Director, California State Board of Education (invited) 6:00 PM — 7:00 PM Keynote Address & Dinner Dr. Patricia K. Kuhl, Co-Director, Institute for Learning & Brain Sciences * Day 2 Tuesday February 23, 2016 8:00 AM — 9:00 AM Registration, Continental Breakfast, & Networking 9:00 AM — 9:15 AM Opening Remarks John Kim, Executive Director, Advancement Project Camille Maben, Executive Director, First 5 California Tom Torlakson, State Superintendent of Public Instruction, California Department of Education 9:15 AM — 10:00 AM Morning Keynote David B. Grusky, Executive Director, Stanford's Center
on Poverty & Inequality 10:00 AM — 11:00 AM Educating California's Young Children: The Recent
Developments in Transitional Kindergarten & Expanded Transitional Kindergarten (Panel Discussion) Deborah Kong, Executive Director, Early Edge California Heather Quick, Principal Research Scientist, American Institutes for Research Dean Tagawa, Administrator for Early Education, Los Angeles Unified School District Moderator: Erin Gabel, Deputy Director, First 5 California (Invited) 11:00 AM — 12:00 PM «Political Will & Prioritizing ECE» (Panel Discussion) Eric Heins, President, California Teachers Association Senator Hannah - Beth Jackson, Chair of the Women's Legislative Committee, California State Senate David Kirp, James D. Marver Professor of Public Policy, University of California, Berkeley Assemblyman Kevin McCarty, Chairman of Subcommittee No. 2 of Education Finance, California State Assembly Moderator: Kim Pattillo Brownson, Managing Director, Policy & Advocacy, Advancement Project 12:00 PM — 12:45 PM Lunch 12:45 PM — 1:45 PM Lunch Keynote - «How Children Succeed: Grit, Curiosity, and the Hidden Power of
Character» Paul Tough, New York
Times Magazine Writer, Author 1:45 PM — 1:55 PM Break 2:00 PM — 3:05 PM Elevating ECE Through Meaningful Community Partnerships (Panel Discussion) Sandra Guiterrez, National Director, Abriendo Purtas / Opening Doors Mary Ignatius, Statewide Organize of Parent Voices, California Child Care Resource & Referral Network Jacquelyn McCroskey, John Mile Professor of Child Welfare, University of Southern California School of Social Work Jolene Smith, Chief Executive Officer, First 5 Santa Clara County Moderator: Rafael González, Director of Best Start, First 5 LA 3:05 PM — 3:20 PM Closing Remarks Camille Maben, Executive Director, First 5 California * Agenda Subject to Change
While it does spend much of its
time looking at the «
character» traits that help children succeed, it is broader focused than just
character development, with many portions dwelling
on evaluation of a variety of educa
«First, it tells game designers that they may want to focus their content
development efforts
on actions consistent with
character roles, and spend less
time on content that players are unlikely to use.
Unfortunately the show is just kinda dumb after that... the scripted dialogue ranges from generic to awful; the
characters are pantomimes, you know exactly whether they're good or bad right up front, and the show lacks any sort of organic
development or growth, you just don't get into it like you would
on a better created and wriiten show.everything is so predictable that by the
time big jim kills his nth person it's just sort of «meh whatever»
time.
The
characters don't have much depth, the plots twists are at
times laughable (no, I really did laugh out loud
on several occasions) and, in season 1, you could see some plot
developments coming from a mile away.
The other major flaw is that so much
time was spent in this movie
on it's stylistic looks which as i said earlier were flawless but so much
time and effort was spent
on these that it seems to have taken away from the
character development side of the film.
With required action sequences, tie - ins to other Marvel appearances and
characters, not to mention world - building and
development of the hero, only so much
time is left to spend
on the villain.
The focus
on epic battles involving arrows, swordplay and midair dogfights as well as scores of
characters, allows little
time for
character or script
development.
With twice the running
time of a «Buffy» episode, «Wish Upon» delivers a fraction of the thematic and
character development on the same premise.
The turn - based approach Fire Emblem is famous for is gone in Fire Emblem Warriors, and in its place you'll find hordes of enemies to cut your way through (in real
time, naturally), screen - filling special moves and a surprisingly deep
character development system which not only allows for levelling - up, but permits you to augment each protagonist's abilities
on a more granular level, such as selecting and improving their weaponry.
Screenwriters William Nicholson and Simon Beaufoy don't spend nearly enough
time on meaningful
character development to explain the lure of the summit.
They shouldn't have, as the film is always
on the verge of becoming great, that with a bit more
character development and
time invested in the story could have taken it to the next level.
On the subject of the game's delay, Ubisoft Montpellier also said that the extra
development time will allow the studio to add new
characters, bosses and levels to Rayman Legends.
Rumors have flown for some
time, of
development of a film based
on the strange
characters.
It's an entertaining two and a half hours of superhero fun with a decent plot that gives all its
character's
development time, and properly establishes motives and actions
on either side of an argument about regulating superheroes.
Civil War screenwriters Christopher Markus and Stephen McFeely - who also wrote the first two Captain America movies - not only tackle very complicated subject matter (the issue of accountability
on not just a political level, but also a personal one) but at the same
time have to introduce important new
characters (more
on them later) and carve out room to give the supporting cast enough onscreen
development so that they're not just making glorified cameos during this movie.
While Vaan is probably billed as the «main
character» the story doesn't focus
on him, allowing nearly equal
development time for all the
characters.
It suffers a bit from poor
timing since it comes
on the heels of The Post, a thematically similar film with more urgency, superior source material, better
character development, and greater contemporary resonance.
Stockwell knows how to film in the water, except he relies too much
on the Blue Crush formula to get from point A to B, filling up precious screen
time with undulating bodies and hard - hitting music in place of where much - needed
character development should be.
With such an interesting basic premise its core, there is almost no
time spent
on plot or
character development and, depending
on what exactly it is that you're expecting out of a movie like this, it could very well annoy and bother viewers.
Novels can be put down and picked up again at will, allowing much greater freedom for long expository sequences and
character development, and yet the skill of a great filmmaker is to convey the information concisely, such that we feel we know the
characters and plot as well as were they written, but within the
time and attention - span limitations that are inherent
on screen.
Or do you want to spend more
time focusing
on the eLearning
character development and introductions?
In tackling this task, Feinberg says, they «backed into» the five essential tenets of the KIPP model: High Expectations (for academic achievement and conduct); Choice and Commitment (KIPP students, parents, and teachers all sign a learning pledge, promising to devote the
time and effort needed to succeed); More Time (extended school day, week, and year); Power to Lead (school leaders have significant autonomy, including control over their budget, personnel, and culture); and Focus on Results (scores on standardized tests and other objective measures are coupled with a focus on character developme
time and effort needed to succeed); More
Time (extended school day, week, and year); Power to Lead (school leaders have significant autonomy, including control over their budget, personnel, and culture); and Focus on Results (scores on standardized tests and other objective measures are coupled with a focus on character developme
Time (extended school day, week, and year); Power to Lead (school leaders have significant autonomy, including control over their budget, personnel, and culture); and Focus
on Results (scores
on standardized tests and other objective measures are coupled with a focus
on character development).
We could have taken a more critical stance
on these efforts, as have some of our colleagues in professional
development (e.g., Hargreaves & Fullan, 1992), and cited their idiosyncratic,»... self - indulgent, slow,
time - consuming, costly, and unpredictable» (pp. 12 — 13)
character.
As researchers at the conference confirmed, we now know that when we focus
on the social, emotional, and
character development of students, we gain «
time on task,» which results in academic improvement.
In an earlier blog post we talked about the importance of developmental editing and why the focus
on big - picture stuff — structure, book - spanning issues like plot or organization,
character development, dialogue, and that sort of thing — needs to come first, before you spend too much
time worrying about the finer points of style and wording.
This
time I'm starting a series
on character development and how to do it.
A developmental edit focuses
on things like plot holes,
character and plot
development issues,
timing, inconsistencies and problems with dialogue.
Since some of the same ground was covered in the other two books, this isn't necessarily a bad thing, but the same
time I felt like there could have been more
character development on some fronts.
The reason for this comparison is that the book focuses
on character development, and spends relatively little
time on detailed value investing methods.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first
time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions
on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania
development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the
development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending
on the player
character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
Havok Cloth is a new performance - optimized
development tool designed to minimize the
time that game artists spend
on animating the behavior of
character garments and environmental cloth.
- Iizuka has received a ton of requests from fans to have their own original
characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom
character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this
time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom
characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom
characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in
timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different
characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the
character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss
characters like Chaos and Metal Sonic will appear in Eggman's army - details
on the new
character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is
on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and
character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth
development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's
development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working
on providing new information, including news that would be unique to Japan
- Link doesn't have much of a
character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done
on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of
Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of
Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of
development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a
character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
Presumably beginning
development about the same
time as Dragonball FighterZ, Arc System Works brought Toshimichi Mori
on board to direct the game and Konomi Higuchi as the
character designer.
As this article speculates, Mario Kart 7 probably didn't get the
development time it needed due to the lack of compelling software
on the 3DS, so someone had to be cut for them to add new
characters.
«
On behalf of the
development team at Gearbox Software, I want to thank the fans of Borderlands 2 for the love and engagement that allows us to invest our hearts and
time into supporting the game with an entirely new player
character, Kreig the Psycho,» said Randy Pitchford, President of Gearbox Software.
The work of an all - star
development team of the industry's finest, Chrono Trigger not only innovated with
on - map battles, unique
character techniques and location based attacks, but provided one of the most finely - tuned and richly - detailed games of all
time.
I spent most of my
time playing
on this mode, which at the start is mandatory since its the only mode where you can unlock more areas and certain
characters, I'm also a sucker for stories and
character development in games.
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY
on PlayStation, I would eagerly walk home as quickly as I could just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the
developments in the games, I think that reminiscing about aspects of a video game with great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from what was taking place
on the screen would become completely null and void in my mind to the point where I forget that I was playing a video game, even though I did not live the events of the game, I can emphatise with them as if I had, that is the sort of impact that the emotional depth of the story, the
characters, the music, the design and the overall world of the series have had
on me, what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in
time, which is a sentiment that makes me wish that our world as whole had a little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
It's single player campaign harkens back to a
time when first person shooters were simple, but it also places a heavy emphasis
on narrative and
character development.
Though it recycled a huge percentage of OoT «s visual assets in the name of saving
development time, Majora's Mask managed to flip the heroic, grand scale of its predecessor
on its head and put the
character models to use in a scarier, more urgent and, in my opinion, more memorable context that still feels unique not only to the Zelda series, but to all of gaming.
Between easy - to - execute combos, cinematic cut - ins
on «Lethal Blaze» attacks that run the gamut from awe - inspiring to adorable, and assist mechanics that allow for up to six
on - screen
characters at a
time, the
development team at EXAMU ensures that combat in Nitroplus Blasterz: Heroines Infinite Duel stays fast and flashy.
Between the easy - to - execute combos, cinematic cut - ins
on «Lethal Blaze» attacks that run the gamut from awe - inspiring to adorable, and assist mechanics that allow for up to six onscreen
characters at a
time, the
development team at EXAMU — best known for their work
on the popular Arcana Heart series — ensures that combat stays fast and flashy.
Between easy - to - execute combos, cinematic cut - ins
on «Lethal Blaze» attacks that run the gamut from awe - inspiring to adorable, and assist mechanics that allow for up to six onscreen
characters at a
time, the
development team at EXAMU — best known for their work
on the popular Arcana Heart series — ensures that combat stays fast and flashy.
And while Himid's wonderful three - dimensional take
on Hogarth in her A Fashionable Marriage from 1986 can hardly be described as a «new
development in art,» the embroiled mess of Thatcher and Reagan that she parodies can easily be transposed to our present
times, just like the cast of racialized
characters that she has rehabilitated from the original Hogarth.