Sentences with phrase «visual design based»

Not exact matches

There is no need to steer away from Flash entirely when designing a site but, the visual benefits must be played off against meaningful HTML and text based content.
Ten finalists will be announced in fall 2016, based on cleanliness, visual appeal, innovation, functionality and unique design elements.
Hoffman, Barney & Foscari Ltd. is a multidivisional company founded by Glauco Della Sciucca (CEO and creative director), Sir Michael Lindsay - Hogg, Giovanni Iannelli, Walter Trovato and others, based in London and working in creative fields, in particular Visual Arts, Communication and Design.
[12][13] based on a Y - shaped route from London to Birmingham with branches to Leeds and Manchester, as originally put forward by the previous Labour government, [14] with alterations designed to minimise the visual, noise, and other environmental impacts of the line.
A perfectly formed air bubble is enclosed in the thick base which adds a little visual interest to an otherwise classic, simple design.
German AI artist Mario Klingemann, for instance, has designed artificial neural networks to assemble strange and beguiling images based on existing photographs and other visual artwork.
Though she's still lost, she keeps on moving forward anyway as a ballerina, visual artist, lifestyle blogger, and a BS Interior Design graduate based in the Philippines.
An extensive background and numerous skills in architectural design, a lifelong passion for art, and a penchant for culture has provided Laura Dittrich, a visual storyteller based in Germany, with a keen eye for aesthetics and a unique creative vision materialized through aesthetic visuals such as cinemagraphs and experimental video content in the form of outfit editorials (cinematorials).
Matches based on compatibility and chemistry Uses visuals, audio or puzzles during the questionnaire Chemistry.com will match you based on the answers from your questionnaire Designed for people who are seeking long term relationships
 Boasting sumptuous visuals, a masterful musical score, and clever physics based gameplay, Trine 2 is the perfect mix of old - school platforming action, original physics based level design and cooperative multiplayer fun.
Picture: The Hurt Locker Directing: Kathryn Bigelow, The Hurt Locker Actor: Jeff Bridges, Crazy Heart Actress: Sandra Bullock, The Blind Side Actor in a Supporting Role: Christoph Waltz, Inglourious Basterds Actress in a Supporting Role: Mo'Nique, Precious: Based on the Novel Push by Sapphire Original Screenplay: Inglourious Basterds Adapted Screenplay: Up in the Air Foreign Language Film: The Secret in Their Eyes Documentary Feature: The Cove Animated Feature Film: Up Documentary Short: China's Unnatural Disaster: The Tears of Sichuan Province Animated Short: A Matter of Loaf and Death Live Action Short: Instead of Abracadabra Film Editing: The Hurt Locker Art Direction: Sherlock Holmes Cinematography: The Hurt Locker Costume Design: The Young Victoria Makeup: Star Trek Score: Up Song: «The Weary Kind,» Crazy Heart Sound Editing: Avatar Sound Mixing: Avatar Visual Effects: Avatar
Directed by Michael Bay; written by Ehren Kruger, based on Hasbro's Transformers action figures; director of photography, Amir Mokri; edited by Roger Barton, William Goldenberg and Joel Negron; music by Steve Jablonsky; production design by Nigel Phelps; costumes by Deborah L. Scott; visual effects supervisor, Scott Farrar; produced by Lorenzo di Bonaventura, Tom DeSanto, Don Murphy and Ian Bryce; released by Paramount Pictures in association with Hasbro.
That's nothing compared to today's biggest films and the costs are believable based on the abundance of production design and visual effects.
It covers all the relevant bases (many of them already addressed in the commentaries), paying much attention to make - up, visual effects, and production design.
Picture: The Hurt Locker Directing: Kathryn Bigelow, The Hurt Locker Actor: Jeff Bridges, Crazy Heart Actress: Sandra Bullock, The Blind Side Actor in a Supporting Role: Christoph Waltz, Inglourious Basterds Actress in a Supporting Role: Mo'Nique, Precious: Based on the Novel Push by Sapphire Original Screenplay: The Hurt Locker Adapted Screenplay: Precious: Based on the Novel Push by Sapphire Foreign Language Film: The Secret in Their Eyes Documentary Feature: The Cove Animated Feature Film: Up Documentary Short: Music by Prudence Animated Short: Logorama Live Action Short: The New Tenants Film Editing: The Hurt Locker Art Direction: Avatar Cinematography: Avatar Costume Design: The Young Victoria Makeup: Star Trek Score: Up Song: «The Weary Kind,» Crazy Heart Sound Editing: The Hurt Locker Sound Mixing: The Hurt Locker Visual Effects: Avatar
Packs based on more unique visual designs such as Adventure Time and Doctor Who tend to more easily wow me when I first enter their worlds.
At this point, new learning methodologies get involved: Flipped classroom, learning by doing, project - based learning, problem - based learning, gamification, design thinking, visual thinking, personalized learning, etc..
CLARITY is a cloud - based platform for visual Rapid Design of Adaptive Courseware with Quality Assurance and automatic generation of Dynamically Adaptive, Competence - Based, Personalized Learning with Success guaranteed by Root - Cause Diagnobased platform for visual Rapid Design of Adaptive Courseware with Quality Assurance and automatic generation of Dynamically Adaptive, Competence - Based, Personalized Learning with Success guaranteed by Root - Cause DiagnoBased, Personalized Learning with Success guaranteed by Root - Cause Diagnosing.
So far there appears to be a gap in research dedicated to the combination of the design principles of interactive video - based instructions, such as audio and visual presentation, use of animation, graphics and elements of humor.
This resource pack includes: Scheme of work Exerts from children's books to print and use in class Example images of finished book illustrations PowerPoint on what is an illustration with visual examples This scheme is designed to use words and students imaginations in response to them so that they can produce an illustration based on a paragraph from books.
This is a PDF multisensory Orton Gillingham based resource that has been designed to support decoding, reading fluency, spelling, writing development; visual processing and memory building skills.
Most coding tools that are available use Blockly, which is a visual - based programming language designed specifically for children.
Portfolios from Pittsburgh Public Schools (LeMahieu, Eresh, & Wallace, 1992) grew out of the ARTS PROPEL project, a privately - funded project to design instruction - based assessment in visual arts, music and imaginative writing.
A teacher provides students with wordless picture books (e.g., books with no words on the pages or picture books with the words covered) and asks students to analyze the text and design the story based on the visual images.
My Specialties: * I am an expert eLearning strategist, project manager, and business developer * Getting large complex eLearning modules and projects done on time and budget * Learning Management System (LMS) evaluation, selection, and implementation * Advanced audio / visual, graphic art design, and multimedia production (2D, 3D, etc.) * eLearning authoring tools & Curriculum Development * Instructional Technology & Learning Technology * Software Training & Sales Training * Instructor - led & Computer - Based Training
Our designs, illustrations and storyboards will show you how eye - catching visual graphics can turn complex information into clear, fun and engaging scenario - based challenges, and objective - led learning.
Our infographic below, The Potential of Place - Based Education, provides a visual overview of the information in the first publication — including the goals for, benefits of and design principles to guide the implementation of place - based learBased Education, provides a visual overview of the information in the first publication — including the goals for, benefits of and design principles to guide the implementation of place - based learbased learning.
ST Math is game - based instructional software for K - 12 and is designed to boost math comprehension and proficiency through visual learning.
✴ Well designed digital content based social studies courses allow students to engage actively with the big ideas of history, geography, culture, and civics through the use of interactive visual media that incorporate primary and secondary source documents and media that «bring the powerful ideas of social studies to life.»
We don't adopt «learner style» parameters that adopt a design based on visual, auditory, or textual learners.
Bridges Pre-K is playful and play - based, designed to engage children through the use of contextual themes, games, stories, mysteries and intriguing problems, manipulatives and visual models.
This quasi-experimental study examines the implementation of a performing and visual arts integrated arts professional development model (Art as a Way of Learning — AWL) within an integrated arts program (Promoting and Supporting Early Literacy through the Arts — PASELA) designed to improve literacy in three community - based early childhood education (ECE) settings.
The Visual Edge: Graphic Organizers For Standards Based Learning is a compilation of innovative visual instructional tools designed for each Common Core standard, grades 6 - 12 in the following areas: Reading and Informational Text Reading Literature Text Read more about The Visual Edge -LSVisual Edge: Graphic Organizers For Standards Based Learning is a compilation of innovative visual instructional tools designed for each Common Core standard, grades 6 - 12 in the following areas: Reading and Informational Text Reading Literature Text Read more about The Visual Edge -LSvisual instructional tools designed for each Common Core standard, grades 6 - 12 in the following areas: Reading and Informational Text Reading Literature Text Read more about The Visual Edge -LSVisual Edge -LSB-...]
> Design - The GRMN - based makeover adds some visual aggression lending the Yaris a purposeful road presence.
Based on the overall visual effect of this more complicated design approach, I have to say that this is a highly promising indicator.
====== OPTION PACKAGES: BURMESTER HIGH - END SURROUND SOUND SYSTEM: 16 individually driven loudspeakers including a 25 - cm 300 - watt active subwoofer with Class D digital amplifier, complex high - end components such as special ribbon tweeters (air motion transformers (AMT)-RRB-, preset sound sets and sound conditioner, WHEELS: 21 911 TURBO DESIGN: front / rear: 10J x 21RO50, 1 - piece alloy wheels, wheel centers and full - color Porsche crest, Wheel Arch Extensions, Tires: 21, PREMIUM PACKAGE PLUS: Front Seat Ventilation, seat squabs and backrests in the front featuring three - stage ventilation and separate controls for left and right, Porsche Dynamic Light System Plus (PDLS), Lane Change Assist (LCA), a visual signal from the exterior mirrors, Porsche Dynamic Light System Plus (PDLS Plus), Panoramic Roof System, 2 segments of tinted safety glass, electrically operated sunscreen covering entire glass and comfort closing facility, Reversing Camera with Front & Rear ParkAssist, a color camera image with dynamic guidelines on the audio system CDR Plus and the Porsche Communication Management (PCM) screen facilitates controlled and precise reverse parking and maneuvering, Electric Sunblinds for Rear Side Windows Horsepower calculations based on trim engine configuration.
Across the Soul lineup, the Kia Soul's Base, Plus and Exclaim trim levels get new wheel designs and a slight visual refresh that features new headlight and bumper designs.
The design forms the visual basis for the overall sporty package of the Scirocco: with its unmistakable silhouette, the characteristic rear, the impressive front end and its appealing proportions the coupé also demonstrates visually that this car offers a high degree of agility and therefore provides driving fun.
Felicia C. Greenberg, the owner of Table Art & Event Designs and a New York based visual artist, is honored to announce the launch of her unique Floral Pet Sculpture Exhibition at this year's American Kennel Club's Meet & Compete at the Westminster Kennel Club Dog Show.
The visual design seems to be more geometry based, without too much emphasis on textures and bump maps, which I'm expecting to see in later installments (compare FF7 and FF9, or FFX and FF12).
Developer Krystian Majewski, currently a student at Köln International School of Design, describes Trauma: «It builds upon this established formula by introducing a gesture - based interface, real - time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge.&Design, describes Trauma: «It builds upon this established formula by introducing a gesture - based interface, real - time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge.&design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge.»
But Nintendo, based in Kyoto, Japan, has also developed several titles for middle - aged adults, like Brain Age and Big Brain Academy, two memory - training games, and Flash Focus, a game designed to improve visual acuity.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
Amsterdam - based studio Guerilla Games, best known for PlayStation's grim but visually impressive Killzone franchise, spent more than six years on Horizon Zero Dawn, and it shows: in the beauty of the game's visuals, the depth of its backstory and the tightness of its design.
If you ever played the Telltale game of Game of Thrones, you'll understand the oil based visual design.
Even though it does give you a sense of what trench warfare was like, a host of control, visual, design and performance issues, as well as a lack of a player base, prevent this from being a good multiplayer shooter.
2D open - source game - making software Duality provides its own visual editor, as well as features like plugin architecture, a component - based design, base infrastructure, content management, live editing, hot - reload resources, hot - reload plugins, and a modular design.
In addition to spectacular visuals, F1 2015 offers a significant step forward in the physics - based handling model of the game, which is designed to be inclusive for both seasoned players and those new to... Read More»
The interesting thing is how the line blurs on other games that utilise designs from other genres whilst still retaining the visual mecha based element.
• 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
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