Do people say

English sentences with detail design in context,

4 exact matches

Honestly, I personally think your art is already good enough for Jump, it's extremely crisp and clean with a lot of good details, design, and shadow work.
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Designers here also use it for detail design (though usually back to AutoCAD for final drafting)
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Whether the pictures aren't doing enough, or you not looking closely, I don't know, but there are many obvious differences in material, attention to detail, design and construction.
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you would think after following this game for an extended amount of time you would gt used to the amount of detail/design.....nope!
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Especially the great attention to detail, the design of the retro-futuristic setting.... just a great game.
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buy moor ocbd" mentality, you start to appreciate smaller details in designs, and difference becomes extremely noticeable.
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Thank you, yes I am good at drawing by hand but as long as you have a eye for detail and design you will be fine.
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Love this watch, such beautiful details and design.
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Watch movies multiple times - Once you are familiar with a film's basic plot etc you're free to concentrate on different aspects/subtler details: Sound design, miss en scene, performances, narrative, camera movement, editing, dialogue etc.
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Then there's design and execution, the details of design and construction blurring.
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Awesome detail and design on the artwork, simply amazing.
source: Reddit

If I am not mistake Bungie did come out, and go over in detail their design values for the Halo 3 BR.
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The attention to detail in design, manufacturing, and packaging is beyond compare.
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As much as I love Bungie and prefer their art design, I think it is incredible that Halo 4 looks like its from a generation beyond Halo 3, not saying it looks like what it could on Xbox one, but it is a significant jump in detail and design.
source: Reddit

The details and design will not be as refined.
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I definitely prefer mytube for the attention to detail in design and transitions with the addition of being feature rich to boot!
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The details, the design.
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Why do they have to all come with chinese inspired details and designs, dragons and chinese filigree on everything, etc.
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For things like spaceships that are a bit more detailed I usually start with a semi-tight line drawing to flesh out the details and design without having to worry about color.
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If your front end dev doesn't have an eye for detail and design then they really need full mock ups for every drill down page, which is a lot of extra overhead for the designer.
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The two directors have an amazing eye for detail and design but falls short in terms of enjoyment.
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It's really close between Sheik and Bowser, I really like Sheik's detail and design, but the villainous design of Bowser definitely makes me nostalgic.
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I don't know the exact details about how companies design their economic models, but the reserves would mostly affect the overall ROI on your initial investment into the well.
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Almost every aspect of the game was very well done; voice acting AAA, game mechanics added a partial stealth mechanism that isn't exactly Dishonored level but appropriate for a action-adventure murder spree, level design and the attention to detail is probably the best I've seen in a FPS game in the last 10 years ( better than Mass effect 1 & 2 ).
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Then you had people who compared every building and always found that the alliance counter-part offered more detail and intricate design.
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Definitely stepped it up a notch on design and detail but it's not as ride heavy as Hogsmead.
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The design is better, the the detail of the objects is better, the foliage is 1000 time better and more plentiful.
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It's hard to notice details like this when there's so much clutter in the design.
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You're going to end up getting very broad pricing estimates without knowing the artist you're going to see, the hourly rate, the size and detail of the actual design being used and how fast the artist works.
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Years ago, one of my profs did a lecture on persuasive factors on usability design and how surprisingly small details (specific wordings in user interface texts, etc) can have a really huge impact on overall user experience - I almost pointed out how Bungie's habit of having whimsical things in game UIs gives them personality that makes them stand out among game devs.
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Since you mention them, you can woodwork with access to no vices at all and leaving them out of a design can obviously cut costs significantly, as well as simplify construction details.
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But I pay attention to details quite good (something I believe will be good if I keep up the game design course).
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It looks great - with a lot of interesting details and thoughtful design...and it has a dungeon quest to get the key.
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I've learned that much of the story that's told in games is told by the details in the environment and on the characters, and this comes about only through collaboration between concept and design.
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Also a really high attention to detail in the design, plus a really unique watch.
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I sound design games, so the AI affects my decisions, but I don't get into the finer details of it.
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Ask your coworkers for any basic design details, plans, sections, material specs, etc.
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I also agree that I can see the CIID, but it's only really there if you spend a lot of time reading into designs to see the little details.
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The design and attention to detail...
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Your basic assumption gone together with all the design while some representation details (like 'tank' table in database) cold survive.
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Also adds a lot of detail to character design.
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Really good design, but I feel like the amount of details on the reverse view compared to the obverse view is a bit of.
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There was a lot of detail to them and they just look plain awesome that they based their designs of the trophies in the game.
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I can make something up in photoshop for tomorrow, i can make a design and show it to you with a HUGE watermark semi transparent and in semi-low quality (this way i can avoid scamming), you can tell me what you think of it, if you like it, you pay me and i send you the high quality and no watermark original image, if you want to change the design, and depending on the ammount of details or things you want to add or change we can adjust the price.
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It's an important aspect of design, to explore possibilities in detail, but not be afraid to scrap a well developed idea and go back and try another way.
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Interesting design flow, but not much detail or contrast.
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For instance, I could design a perfect bridge and simulate it, and a detailed environment down to the finest and most minute detail, all the way down to atoms.
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No design, whitepaper, or any detail about what this is.
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Yes, because the items, and small details with the map design, lane, neutrals, timings, etc.
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Problems like roll invulnerability or landing lag don't come from poor design philosophy, they come from lack of attention to detail (these are probably debatable but I'm just giving an example).
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