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Interactive Design Quotes

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"The future may be on our face, or it may be exploring new types of interactions that will flow into other types of devices, including our face."
"Genie is capable of converting a variety of different prompts into interactive, playable environments."
"The point is that we want the player or players to have an actual agency in the world; they have a meaningful impact on how the game world plays out."
"Nintendo are masters of interactive design and the Nintendo Gameboy was a generational defining piece of design."
"Do you want to know the most satisfying thing of it all? Even more satisfying than this? Click the lever again."
"Player expression through customization... that is gameplay."
"Boneworks is a physics-based everything. It's got guns, ambience, melons, melee physics, oh lord the physics."
"That's a great shot. The music changes as you do things right in the game. That's really clever."
"You swipe your finger across this little pad and then the sunroof opens or the sun blind opens."
"Cheers to life, cheers to our family, and cheers to love."
"Wow, what an amazing training in this training we learned how to create this really cool hover menu with automatic clicks..."
"It's a tornado of RGB that's reacting as I type."
"The shrine quickly becomes this nexus... providing a natural start and end point to play sessions."
"I'm absolutely stoked to be able to put a Star Wars lightsaber in players' hands, let them be a Jedi, let them build up their force powers and learn different ways to wield that saber. It's incredible."
"Love the eyeball, I love that so much, that's the coolest part! 18, 20 inches high, it's also really cool, it comes with these projectiles so you can put them in his mouth like that."
"So it's a very involved and very interactive easter egg."
"A kink adds different types of hirelings for players to boss around."
"And we got these little shards that are kind of like lasers and watch actually when we move around it bobs like a gun."
"The game has a campaign mode... scenarios... and sandbox mode... for a tunable experience."
"There's a road map in the menus of the game too, so I will have to take a look at that."
"The most fun abilities are the ones which allow both that hero and anyone playing against them to make inspiring plays."
"Oh those are switches! Oh button button who's got the button? Oh the powers!"
"What's the best way to include the audience in the process? What could the audience model the crew of the Rosso Cielo? See, a look at our join in the fight, that sounds like it."
"I absolutely love the gamification of this land."
"Let's decorate the wall together, it'll be fun."
"All you'd have to do is just press and hold, and now you can drop it anywhere you want to, it's pretty cool."
"That exchange should show you how complex social interactions can be in a game."
"Inhale certain enemies to gain copy abilities: sword, bomb, tornado, fire, hammer, and more."
"It's like walking through a fun house... always on your toes and waiting for the thrill."
"The murder mysteries are still just about walking places and pressing the interact button, but in this case, it really does work."
"The amount of side easter eggs that are just easy to do, you learn through the course of playing, so sick."
"Oh, it's all about the butterfly effect, so everything you do in this game could possibly affect things in the future."
"This might look like an ordinary tree, but you might have noticed there's a secret button on it, and if you hit it at the right time, it opens a secret base."
"There's this whole meta game built into it... you move a little bit slower through the game but you move through the game."
"When you break the glass, the overguard goes away."
"The exploration and the world were also big positives for me, having all these ways that you can interact with the world, all these optional areas to explore, bosses to find, secrets to uncover."
"South Park the Stick of Truth feels like an interactive vest up it would make a great entry point into the series."
"Any other ideas or things you would love to see in career mode for FIFA 910?"
"Elizabeth is built to interact with the world around her and to be able to express not just her emotions to the player."
"Games aims to create a living world that's not simply open but deeper, more interactive, and detailed than ever."
"I love that you can open Optimus Prime's chest and you've got another Matrix in there."
"Based on that atmosphere, yeah, based on the tools the game gives me but also kind of the oppression going on here."
"There's so many cool set pieces and interactable stuff in Halo."
"Why can you target the [ __ ] ref? Because the ref's in on it."
"Many of the items and enemies behave just how you'd expect."
"But the actual first mode it does allow you to do actual m1 combos and stuff like that."
"I kind of want to like, you're gonna sit there and it's going to be in first person so the amount of that polycount around the places you will sort of an interactive first person has to be seen."
"I feel like you have oh man it moves but we have a full eyebrow."
"Each planet even has their own unique quasar telling you what you can jump on, grab, climb up, or wall run across."
"If you use your sprint while going through certain highways or road areas, you might hear a beep and see a flash."
"It's this level of extra interaction that makes games like these so memorable."
"I'm also thinking about doing like mood displays with it maybe maybe even have a temperature input to this thing so it's like kind of changes its feeling based on temperature humidity or whatever."
"We want the whole thing to move down and then to move up into position when we hover."
"The winner is 'What's ejected if you lie back in the tube and press launch.'"
"What do we love about games? We let the player control the loop."
"Little Inferno is at the very least a remarkably well-made work of interactive art."
"There is a ton of player choice in this game."
"The most surprising aspect of the Roundtable Hold wasn't the hub feel or multiple NPCs to talk to right away, but the clouded mirror that allows you to redo your entire character's appearance including its name."
"Boneworks' puzzles are primarily physics-based and built into the world."
"One of the greatest feelings that I got to have playing this game was just slapping stickers on here and watching her Town slowly improve."
"I'm looking forward to this one honestly. If every single time you played it had like a randomized timeline of prophecies."
"The gameplays itself is wonderful if you move next to something and it attacks you, you will automatically fight back you don't even need to do anything."
"Skipping cutscenes is such a basic and simple thing."
"It's just about how you are willing to play in it."
"What is a Sandbox? A Sandbox is basically a virtual playground that we've created for you."
"The mansion actually has a place for every wall panel and object and you can actually see how it all works from behind the walls."
"The ability to reshape the map in your own image adds so much fun to the game."
"Every time the user clicks on the screen to place that car at a new point, we're gonna want to actually throw the car up in the air."
"His little head spins around and you can see that kiss me when you get a kill. Not bad I guess."
"I'm glad they're making the horror character controlled by the player."
"Man, I'm glad they're making the horror character controlled by the player."
"Every Obby needs at some point you getting eaten, Mr. This one."
"All skill trees have been changed...to give players actual abilities."
"As you move, air freely flows between the tubes in each chamber, delivering a smooth sensation with every step that isn't just comfortable, it's interactive."
"I'm telling you, it is a fun and easy way to create an interactive card."
"An exciting and interactive experience that will keep you engaged and intrigued."
"You got the turret up top with the cannons there on top; they will have holes in them so you can put actual blast effects in there."
"The tactile aspect and impact of the belt has to be fun and satisfying."
"It's a fun gumball machine, the wizard from global gumball holds 3000 gumballs and lights up faster and faster as the gumball descends."
"It's one they're gonna shake over and over again. It's really, really fun."
"Sparkle lots of dimension, and when you pull that tab at the top, you get more sentiments."
"Now we can create the interactive card portion."
"This is a proof that you can use a variety of products along with this interactive card feature."
"I really hope you enjoyed this tutorial on how to create a digital magazine layout with pop-up videos and interactive buttons all using Adobe InDesign."
"Once you remove the lid, the butterflies should fly out, revealing the inside of your explosion box."
"It's a really fun one to play around with."
"The interactive pop-up design adds a delightful tactile element to the reading experience, inviting children to interact with the book and explore the intricacies of each scene."
"It is a good set with some great play features, and it's really fun to move around and play with."
"React solves the primary challenge when building interactive experiences with JavaScript."
"In the second part of the tutorial, we'll show you how to create interactive trigger zones in that space."
"The switch that we're gonna be building today is just a typical press switch like you've probably seen in a bunch of platforming type video games before."
"If we hover over on the card now, you can see the amazing illusion."
"We're gonna do something a little bit more simple for the background, but then we're gonna create a magic iris which is really cool."
"I can grab my tensile structure and shape it with my hand, which is totally cool and real-time simulation."
"This physics handle is going to enable us to pick up objects and move them around with realistic physics."
"This course has truly been an immersive journey into the captivating realm of interactive design and prototyping."
"The way the games work is that you're making your own objectives as you play, and that's part of the game."