Sentences with phrase «way as game designers»

Artists create characters just the same way as game designers do the gameplay.

Not exact matches

I can't think of another game so destroyed by its dialogue as Splinter Cell: Conviction; not by bad lines alone (which are nothing novel in gaming) but by the way Ubisoft's designers and programmers used them.
He started out as a tester in 1989 on Indiana Jones and the Last Crusade: The Action Game and worked his way up, taking the reigns of Designer on Full Throttle in 1995.
In what many people are touting as the best implementation of amiibo support to date, Super Mario Maker brings every amiibo into the game and allows level designers to drop in any character as a power - up suit for Mario, changing the way he looks, plays and sounds in the game.
The game is set in 2022 in the fictional Canadian city of Oakwood where the player takes on the role of James Hsieh, an interior designer, as he fights his way out of Glenrose Hospital.
As a game designer I spend a lot of time thinking of ways I can encourage players to act in particular ways.
In a strange way reading the Art of Castlevania and admiring its many beautiful pieces of artwork is a sad experience, because the various qoutes from artists and designers layout their vision in clear terms and serves to remind just how often that vision didn't manage to transfer over to the final Lords of Shadow game as well as it deserved.
The designers and I carefully studied what exactly made games like Shinobi III so great and incorporated as much of that as possible, but at the same time we looked at what things people didn't like so much and found ways to improve upon those, as well as adding in the great features expected in modern games like achievements and unlockables.
But the real influence of these games is not felt by those that borrowed its template wholesale, but in the way professional game designers constantly check the new Zelda releases for how it will shift the landscape of videogames — make no mistake, even now, games in production are having their directions altered as a result of Breath of the Wild's critical and commercial success.
This episode examines the ways in which designers often employ camera angles and clothing choices as tools to deliberately sexualize and objectify female protagonists of third - person games.
The music game aspect of Future Legend of Rhythm Alien is clarified by the way that, when you make a mistake, the game sends you back to the beginning (or the midway checkpoint) without missing a beat - as if an invisible game designer - cum - music teacher is sternly tapping the sheet music, saying: «once again from the top».
As narrative designers become more adept at delivering a compelling story in ways less obtrusive to game play, the distinction between story dialogue and «world filling» dialogue will continue to blur.
Today, as lead game designer at Nordcurrent, he fulfills that dream in a different way.
We as designers want to find ways to smooth out that climb so that players increase their commitment level to our game.
And for a handful, it was a way to show off their chops and break into the game industry as designers.
Grab this month's issue in print or digital to read interviews with iconic adventure game designer and star voice actors, as well as finding out the best way to use licensed music, improve your sound design and voice production, and work with audio outsourcers
Designed and directed by legendary video game designer Fumito Ueda (Ico, Shadow of the Colossus), the game was originally announced way back in 2009 as a PlayStation 3 exclusive.
And some games, have flaws that you would never notice as long as you played it the way the designer intended.
This piece explains my interest in the lineages of games and how it has informed, in some small but significant way, my professional work as a game designer and writer who will hit fifty published games this year.
My point is (and, from what I can tell, you and HM both share this view as well) that we never have to play a game (or read a book, watch a film, etc.) the way the designer / author / director intended us to.
Squirrel Eiserloh is a veteran game programmer and designer seeking to find ways to help games discover their full potential as a medium.
They're very sadistic actually, as if the game designers wanted it to be that way.
As a designer his goals is to «create a console that has as much power as possible to run games that look great, while also being an improvement on the previous console in every way.&raquAs a designer his goals is to «create a console that has as much power as possible to run games that look great, while also being an improvement on the previous console in every way.&raquas much power as possible to run games that look great, while also being an improvement on the previous console in every way.&raquas possible to run games that look great, while also being an improvement on the previous console in every way
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