# | Organisation Name | Industries | Headquarter | Description | Founded Year | Company Type | Num of Employees |
---|---|---|---|---|---|---|---|
1 | Gaming | Limassol, Cyprus | Room 8 Studio is a game development and AAA games art production company, the biggest and one of the oldest studios in Ukraine, working with 5 out of the global top 10 game publishers. Room 8 Studio has administrative headquarters in Limassol, Cyprus, and representation in Los Angeles.
Room 8 Studio is a certified Nintendo Switch, PS4, and Xbox developer. We have well arranged and secure processes for dealing with IP-related projects that ensure complete integration with the brand’s specifications and guides. The team was blessed to work on such IPs as Family Guy, Independence Day, Walking Dead, Kubo and the Two Strings, Power Rangers, Monopoly, and many others.
As a co-development and art production partner, we contribute to creating games together with Ubisoft, EA, Rovio, Daybreak, Gameloft, Plarium, Nitro Games, Outplay, Remedy, Housemarque, Paradox Interactive, and others.
Game development services:
Full-cycle games development
Co-development
Game economy
Level design
Porting
Playable ads
Art services:
Art direction
Concept art
UI & UX design
3D characters & environment
2D stylized art
Animation and VFX
Game trailers and UA videos
Platforms:
iOS - Android - Windows - Amazon - Facebook - Steam - Xbox - PlayStation - Nintendo Switch - VR | 2011 | Privately Held | 662 | |
2 | - | Gurgaon, Haryana | Defsys Solutions Pvt. Ltd., is a leading Indian private manufacturer of Electronic & Electro-optical Systems for the Defense and Aerospace applications,
We have valuable experience in System-Level Design, Electro-Mechanical and Electronic Engineering with platform integration. Development of RF& Microwave Systems, Software Design and integration of complicated military electronic systems. | 2007 | Privately Held | 178 | |
3 | Machinery | Caronno Pertusella, Varese | Rhea Vendors Group, established in 1960, is one of the largest producers of customized vending machines in the world. For sixty years, Rhea has stood out for its wide international reach, high-level design, state-of-the-art technology, and "Made in Italy" excellence. With headquarters and manufacturing based in the province of Varese and 12 foreign branches, Rhea is proud of having spread coffee culture to over 90 countries around the world. | 1960 | Privately Held | 129 | |
4 | Information Technology | Pannipitiya, Western Province | Your trusted source for professional services in Web Solutions, Creative Designing Services, Rich Media Management Services, Animation Solutions and IT Solutions.
At eBEYONDS you will find the right talent pool who assures, your Internet & IT success; you feel that we are a part of your team
We also offer high level design and technical know how, quality digital craftsmanship and client oriented professional service. | 2007 | Privately Held | 122 | |
5 | Manufacturing | Santa Clara, California | This company is currently providing electronics based system level design and ASIC design services. It is designing its own IP's and most of its customers are basically companies with big names in the world of Electronics based system manufacturers like, Xilinx, LSI Electronics and some other reknowned companies. | - | Privately Held | 95 | |
6 | Gaming | Flemington, New Jersey | GAME-U is a school program designed by Game Industry Professionals which teaches kids and adults how to design and build their own video games and robots! We cover all aspects of development including Level Design, Animation, Coding, 3D Printing, Robotics, and more! | 2012 | Partnership | 89 | |
7 | - | Beijing | Turenscape was founded by Doctor and professor Kongjian Yu (Doctor of Design,GSD,Harvard University). It was officially recognized and certificated as a first-level design institute by the Chinese government. Having over 600 professionals, Turenscape is an integrated team that provides quality and holistic services in:
Architecture
Landscape architecture
Urban planning and design
Environmental design
Turenscape's projects have earned it a great international reputation for innovative and environmentally sound designs. Our project has been internationally and nationally recognized, including:
2011 World's Best Landscape Award, World Architecture Festival Awards.
2011 American Architecture Award.
2010 World’s Best Landscape of the year, World Architecture Festival Awards.
2010 ASLA Award of Excellence, General Design,The Houtan Park of 2010 Shanghai Expo .
2010 ASLA Honor Award, General Design,Qinhunagdao Beach Restoration.
2010 ASLA Honor Award, General Design,Tianjin Qiaoyuan Park.
2010 Excellence on the Waterfront Award,The Red Ribbon, Tanghe River Park,
2009 Excellence on the Waterfront Award,The A Regenerative Surgery: The Beach Restoration of Qinghuangdao City
2009 World's Best Landscape Award of the World Architecture Festival Awards.
2009 ULI Global Award for Excellence, Urban Land Institute.
2009 ULI Asian Pacific Award for Excellence
2009 Excellence on the Waterfront Award
2009 The National Habitat Award, China. | 1998 | Self-Owned | 87 | |
8 | Semiconductors | Aix-les-Milles, 13290 | PLDA GROUP is a privately owned technology group focused on delivering leading edge products and services that enable manufacturers of electronic components and systems worldwide to design and market differentiated products faster, without risk, and with dedicated support from highly skilled engineering teams.
With over 6,800 customers worldwide including most of the Fortune 500 technology companies, PLDA GROUP is the trusted and dependable expert for any embedded electronics project or product.
PLDA GROUP serves the embedded electronics industry through different entities and brands, each having specific domains of expertise.
PLDA GROUP includes:
ACCELIZE: Accelize aims to accelerate the adoption of FPGA-based reconfigurable hardware in IT infrastructures by streamlining the development and sale of FPGA accelerators with a unique, intuitive FPGA development flow and a business model that aligns with Could / data center needs. Its primary offerings, QuickPlay and QuickStore, are the result of years of research in the field of High-Level Design (HLD) and High-Level Synthesis (HLS) combined with the strong expertise in FPGA hardware and IP design. Primarily focused on Cloud Acceleration, Accelize offers to Cloud Service Providers the means to enable FPGA-Acceleration-as-a-Service by nurturing an open Ecosystem of IP providers and accelerator developers which offer their solutions on the various CSP's marketplaces.
PLDA: PLDA is a developer and licensor of Semiconductor Intellectual Property (SIP) specializing in high-speed interconnect supporting multi-gigabit rates (2.5G, 5G, 8G, 16G, 25G, 32G, 56G, 112G), and protocols such as PCI Express, CCIX, and Gen-Z. PLDA has established itself as a leader in that space with over 3,200 customers and 6,400 licenses in 62 countries. PLDA is a global technology company with offices in Silicon Valley, France, Bulgaria, Taiwan, and China. | - | Privately Held | 81 | |
9 | Internet | 成都 | Established in 2012 and founded by Zhou Tao, Union Big Data is a big data enterprise integrating data, algorithms, and applications. It provides big data industry chain services that integrate top-level design, data collection, storage governance, analysis and mining, and application visualization. The company operates in groups and its business covers multiple industries. It provides governments and enterprises with top-level big data planning and design, big data platform integration and construction, big data analysis and mining platforms, and enterprise demonstration application integration technical support and services. Served nearly 100 well-known enterprises including Alibaba, China Unicom, Tencent, Haier, Deloitte China, China UnionPay, Wan Guo Data, etc.
The company's technology includes data mining algorithms, ultra-large-scale social network analysis, unstructured data analysis, deep machine learning, etc., as well as massive government public data, social public data and Internet public data. It has a self-built data center and has PB level Storage capacity, with more than 70 independent patents and more than 300 related research papers. | 2012 | Privately Held | 81 | |
10 | Gaming | TALLINN, HARJU MAAKOND | EJaw is an independent video game development studio. The head office is located in Estonia with a 100% owned subsidiary in Kyiv, Ukraine.
We develop high-quality products with detailed game design combined with a thoughtful balance of game mechanics and gameplay, fresh and creative art direction and other interactive elements.
We focus on game production for mobile, social, PC and browser platforms.
Our expertise: Unity 3D - VR - AR - Games - Simulators - Nintendo Switch
In 2018 our new game SpaceJunk Rumble is being ported to Nintendo Switch console
In 2017 we started development of space arcade title “SpaceJunk Rumble”
In 2016 EJaw was accelerated by FasterCapital.
In 2015 our team won a right to participate in Game Founders Acceleration Program, thus attracted the first investment to carry on a development of the own projects.
Two game development business direction:
• Vendor of art and programming services
• Own product development
We are also taking advantage of continuous integration of XP/TDD practices. Jira is used as a proprietary issue-tracking tool and we use Confluence for actualizing of our documentation.
These features allow EJaw to fit a well-managed schedule and to maintain control of the development process.
Our services include:
Game design - Level design Art - Concept art - 2D graphics (characters, environment, UI etc.) - 3D graphics (modeling, environment, props, FX etc.), Programming - Gameplay programming - Engine programming - Tool programming Design - Porting to Nintendo Switch. | 2011 | Privately Held | 80 |
Level Design
Summary
- 200 Companies
- 5 Patents
- 149 Use Cases
- 76 Case Studies
- 636 Science Papers
- $25 000 Total Funding
Companies
Patents
# | Number | Title | Abstract | Date | Kind | Assignee | Inventor |
---|---|---|---|---|---|---|---|
1 | 8 689 153 | M and A for importing hardware description language into a system level design environment | A method for importing a design in hardware description language (HDL) into a system level design tool includes setting a sampling time. The simulation model template is generated with the sampling time according to a selected simulation model type. | Mon, 31 Mar 2014 | B1 | Altera Corporation | Hong Shan Neoh |
2 | 8 402 403 | Verifying a register-transfer level design of an execution unit | A mechanism is provided for verifying a register-transfer level design of an execution unit. A set of instruction records associated with a test case are generated and stored in a buffer. For each instruction record in the set of instruction records associated with the test case: the instruction record is retrieved from the buffer and sent to both a reference model and an execution unit in the data processing system. Separately, the reference model and the execution unit execute the instruction record and send results of the execution of the instruction record to a result checker in the data processing system. The result checker compares the two results and, responsive to a mismatch in the results, a failure of the test case is indicted, the verification of the test case is stopped, and all data associated with the test case is output from the buffer for analysis. | Mon, 18 Mar 2013 | B2 | International Business Machines Corporation | Juergen Vielfort, Kai Weber, Michelangelo Masini, Stefan Letz |
3 | 8 156 452 | Method and apparatus for importing hardware description language into a system level design environment | A method for importing a design in hardware description language (HDL) into a system level design tool includes setting a sampling time. The simulation model template is generated with the sampling time according to a selected simulation model type. | Mon, 9 Apr 2012 | B1 | Altera Corporation | Hong Shan Neoh |
4 | 7 788 625 | Method and apparatus for precharacterizing systems for use in system level design of integrated circuits | Systems, methods, software, and techniques can be used to precharacterize a variety of prototype system designs. The prototype system designs can be defined at one or more levels of abstraction. The prototype designs are characterized using one or more electronic design automation tools to generate precharacterization data. Precharacterization data and associated prototype designs are used either directly or indirectly in the system level design process. | Mon, 30 Aug 2010 | B1 | Xilinx, Inc. | Douglas M. Densmore, Adam P. Donlin |
5 | 6 850 921 | Method for cascading vehicle system targets to component level design objectives | A method (100) for cascading system level target to component level design objectives using machine learning and design synthesis techniques. The method (100) of the present invention uses machine learning techniques to build (106, 108) surrogate models from given system targets (102). The method then employs design synthesis methods to determine (110) a range of component level design objectives for the given system level targets using the surrogate models. The range of component level design objectives is fed back (112) to one of the surrogate models to determine (114) the component design objectives. | Mon, 31 Jan 2005 | B1 | Ford Global Technologies, LLC | Keming Chen, Han C. Wang, Nanxin Wang, Chi-Chin Wu, Beverly Joyce Becker, Gregory Allen Kaepp, Hassen Hammoud |
Patents by Year
Inventors
Assignees
Assignees
Science
Data limited by 2021
Top 10 cited papers
# | Paper Title | Paper Abstract | Authors | Fields of Study | Year | Citation Count |
---|---|---|---|---|---|---|
1 | System-Level Design: Orthogonalization of Concerns and Platform-Based Design | System-level design issues become critical as implementation technology evolves toward increasingly complex integrated circuits and the time-to-market pressure continues relentlessly. To cope with these issues, new methodologies that emphasize re-use at all levels of abstraction are a “must”, and this is a major focus of our work in the Gigascale Silicon Research Center. We present some important concepts for system design that are likely to provide at least some of the gains in productivity postulated above. In particular, we focus on a method that separates parts of the design process and makes them nearly independent so that complexity could be mastered. In this domain, architecture-function co-design and communication-based design are introduced and motivated. Platforms are essential elements of this design paradigm. We define system platforms and we argue about their use and relevance. Then we present an application of the design methodology to the design of wireless systems. Finally, we present a new approach to platform-based design called modern embedded systems, compilers, architectures and languages, based on highly concurrent and software-programmable architectures and associated design tools. | 2001 | 789 | ||
2 | Quo Vadis, SLD? Reasoning About the Trends and Challenges of System Level Design | System-level design (SLD) is considered by many as the next frontier in electronic design automation (EDA). SLD means many things to different people since there is no wide agreement on a definition of the term. Academia, designers, and EDA experts have taken different avenues to attack the problem, for the most part springing from the basis of traditional EDA and trying to raise the level of abstraction at which integrated circuit designs are captured, analyzed, and synthesized from. However, my opinion is that this is just the tip of the iceberg of a much bigger problem that is common to all system industry. In particular, I believe that notwithstanding the obvious differences in the vertical industrial segments (for example, consumer, automotive, computing, and communication), there is a common underlying basis that can be explored. This basis may yield a novel EDA industry and even a novel engineering field that could bring substantial productivity gains not only to the semiconductor industry but to all system industries including industrial and automotive, communication and computing, avionics and building automation, space and agriculture, and health and security, in short, a real technical renaissance. In this paper, I present the challenges faced by industry in system level design. Then, I propose a design methodology, platform-based design (PBD), that has the potential of addressing these challenges in a unified way. Further, I place methodology and tools available today in the PBD framework and present a tool environment, Metropolis, that supports PBD and that can be used to integrate available tools and methods together with two examples of its application to separate industrial domains | Computer Science, Engineering | 2007 | 373 | |
3 | Defining and Validating Measures for Object-Based High-Level Design | The availability of significant measures in the early phases of the software development life-cycle allows for better management of the later phases, and more effective quality assessment when quality can be more easily affected by preventive or corrective actions. We introduce and compare various high-level design measures for object-based software systems. The measures are derived based on an experimental goal, identifying fault-prone software parts, and several experimental hypotheses arising from the development of Ada systems for Flight Dynamics Software at the NASA Goddard Space Flight Center (NASA/GSFC). Specifically, we define a set of measures for cohesion and coupling, which satisfy a previously published set of mathematical properties that are necessary for any such measures to be valid. We then investigate the measures' relationship to fault-proneness on three large scale projects, to provide empirical support for their practical significance and usefulness. | Computer Science | 1999 | 223 | |
4 | Tanagra: a mixed-initiative level design tool | Tanagra is a prototype mixed-initiative design tool for 2D platformer level design, in which a human and computer can work together to produce a level. The human designer can place constraints on a continuously running level generator, in the form of exact geometry placement and manipulation of the level's pacing. The computer then fills in the rest of the level with geometry that guarantees playability, or informs the designer that there is no level that meets their requirements. This paper presents the design of Tanagra, a discussion of the editing operations it provides to the designer, and an evaluation of the expressivity of its generator. | Computer Science, Art | 2010 | 157 | |
5 | Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design | Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work together to produce a level for a 2-D platformer. An underlying, reactive level generator ensures that all levels created in the environment are playable, and provides the ability for a human designer to rapidly view many different levels that meet their specifications. The human designer can iteratively refine the level by placing and moving level geometry, as well as through directly manipulating the pacing of the level. This paper presents the design environment, its underlying architecture that integrates reactive planning and numerical constraint solving, and an evaluation of Tanagra's expressive range. | Computer Science, Art | 2011 | 152 | |
6 | System-Level Design Optimization Method for Electrical Drive Systems—Robust Approach | A system-level design optimization method under the framework of a deterministic approach was presented for electrical drive systems in our previous work, in which not only motors but also the integrated control schemes were designed and optimized to achieve good steady and dynamic performances. However, there are many unavoidable uncertainties (noise factors) in the industrial manufacturing process, such as material characteristics and manufacturing precision. These will result in big fluctuations for the product's reliability and quality in mass production, which are not investigated in the deterministic approach. Therefore, a robust approach based on the technique of design for six sigma is presented for the system-level design optimization of drive systems to improve the reliability and quality of products in batch production in this work. Meanwhile, two system-level optimization frameworks are presented for the proposed method, namely, single-level (only at the system level) and multilevel frameworks. Finally, a drive system is investigated as an example, and detailed results are presented and discussed. It can be found that the reliability and quality levels of the investigated drive system have been greatly increased by using the proposed robust approach. | Computer Science, Engineering | 2015 | 143 | |
7 | A reading-level design study of phonological skills underlying fourth-grade children's word reading difficulties. | A 3-group reading-level design was used to investigate phonological analysis, verbal working memory, and pseudoword reading performance in less skilled fourth-grade readers. Children were given phonological oddity tasks assessing their sensitivity to subsyllabic and phonemic units, together with standardized tests of verbal working memory and pseudoword reading. Less skilled fourth-grade readers performed lower than both chronological age and reading-level controls on the phonological oddity and pseudoword reading tests. Less skilled fourth-grade readers performed at the same level as skilled second-grade readers on a test of verbal working memory. Skilled fourth-grade readers scored higher than both other groups on this test. Correlational analyses were consistent with the view that phonological analysis skills contribute more strongly than verbal working memory skills to children's decoding abilities. | Education, Psychology, Medicine | 1992 | 115 | |
8 | ECL: a specification environment for system-level design | We propose a new specification environment for system-level design called ECL. It combines the Esterel and C languages to provide a more versatile means for specifying heterogeneous designs. It can be viewed as the addition to C of explicit constructs from Esterel for waiting, concurrency and pre-emption, and thus makes these operations easier to specify and more apparent. An ECL specification is compiled into a reactive part (an extended finite state machine representing most of the ECL program), and a pure data looping part, thus nicely supporting a mix of control and data. The reactive part can be robustly estimated and synthesized to hardware or software, while the data looping part is implemented in software as specified. | Computer Science | 1999 | 110 | |
9 | Defining and validating high-level design metrics | The availability of significant metrics in the early phases of the software development process allows for a better management of the later phases, and a more effective quality assessment when software quality can still be easily affected by preventive or corrective actions. In this paper, we introduce and compare four strategies for defining high-level design metrics. They are based on different sets of assumptions (about the design process) related to a well defined experimental goal they help reach: identify error-prone software parts. In particular, we define ratio-scale metrics for cohesion and coupling that show interesting properties. An in-depth experimental validation, conducted on large scale projects demonstrates the usefulness of the metrics we define. | Computer Science | 1994 | 105 | |
10 | System level design with SPADE: an M-JPEG case study | Presents and evaluates the SPADE (System level Performance Analysis and Design space Exploration) methodology through an illustrative case study. SPADE is a method and tool for architecture exploration of heterogeneous signal processing systems. In this case study we start from an M-JPEG application and use SPADE to evaluate alternative multiprocessor architectures for implementing this application. SPADE follows the Y-chart paradigm for system level design; application and architecture are modeled separately and mapped onto each other in an explicit design step. SPADE permits architectures to be modeled at an abstract level using a library of generic building blocks, thereby reducing the cost of model construction and simulation. The case study shows that SPADE supports efficient exploration of candidate architectures; models can be easily constructed, modified and simulated in order to quickly evaluate alternative system implementations. | Computer Science | 2001 | 90 |
Top 10 cited authors
# | Author | Papers count | Citation Count |
---|---|---|---|
1 | 1 | 3 390 | |
2 | 1 | 3 390 | |
3 | 19 | 1 392 | |
4 | 6 | 848 | |
5 | 2 | 792 | |
6 | 1 | 789 | |
7 | 2 | 789 | |
8 | 3 | 748 | |
9 | 1 | 736 | |
10 | 6 | 578 |
Science papers by Year
Clinical Trials
- Researches Count 0
- Ongoing Studies 0
- Total Enrollment
Use Cases
# | Topic | Paper Title | Year | Fields of study | Citations | Use Case | Authors |
---|---|---|---|---|---|---|---|
1 | Level Design | Reliability-Informed Economic and Energy Evaluation for Bi-Level Design for Remanufacturing: A Case Study of Transmission and Hydraulic Manifold | 2022 | 0 | remanufacturing: a case study of transmission and hydraulic manifold | ||
2 | Level Design | Three-dimensional constellation diagram with a hierarchical level design for multi-core transmission. | 2022 | Physics, Medicine | 0 | multi-core transmission. | |
3 | Level Design | An Exploration into “Perceived Sense of Challenge” in Level Design for fast paced Casual Mobile Games | 2021 | Computer Science, Art | 0 | fast paced casual mobile games | |
4 | Level Design | Q-VR: system-level design for future mobile collaborative virtual reality | 2021 | Computer Science | 2 | future mobile collaborative virtual reality | |
5 | Level Design | A 3.9-GHz-Band Outphasing Power Amplifier with Compact Combiner Based on Dual-Power-Level Design for Wide-Dynamic-Range Operation | 2020 | Engineering, Materials Science | 1 | wide-dynamic-range operation | |
6 | Level Design | Capture level design for a natural gas combined cycle with post-combustion CO2 capture using novel configurations | 2020 | Engineering, Environmental Science | 5 | a natural gas combined cycle with post-combustion co2 capture using novel configurations | |
7 | Level Design | FoM Based Optimal Frequency and Voltage Level Design for High efficiency High density Multilevel PFC with GaN Device | 2020 | Computer Science, Engineering | 0 | high efficiency high density multilevel pfc with gan device | |
8 | Level Design | Q-VR: System-Level Design for Future Collaborative Virtual Reality Rendering | 2020 | 0 | future collaborative virtual reality rendering | ||
9 | Level Design | Register-Transfer-Level Design for Application-Specific Integrated Circuits | 2020 | Computer Science, Engineering | 0 | application-specific integrated circuits | |
10 | Level Design | System-Level Design for Reliability and Maintenance Scheduling in Modern Power Electronic-Based Power Systems | 2020 | Computer Science, Engineering | 2 | reliability and maintenance scheduling in modern power electronic-based power systems |
Case Studies
# | Title | Description | Year | Source Ranking | |
---|---|---|---|---|---|
1 | ABC Real Estate Case Study High-Level Database Design | Apr 16, 2021 — Get the Solutions of ABC Real Estate Case Study High-Level Database Design, from Our IT Expert Visit at TVAssignmenthelp.Com. | no | 2021 | |
2 | Celeste Level Design Case Study - Casey Jarmes Portfolio | Sep 15, 2020 — There is a short hop onto a ledge(c) before the first pit, giving the player a place to safely learn the jump physics before any danger. | no | 2020 | |
3 | Apprenticeship Case Study - Level 2 Design - Work Wiltshire | Sep 30, 2019 — I applied for a couple of apprenticeships and was invited for an interview at nettl. I had the minimum English, Math and ICT requirements for ... | no | 2019 | |
4 | Bozeman, MT Landscape Design Case Study: Multiple Levels ... | Nov 8, 2019 — When you work with entirely separate Bozeman MT landscape architects and construction firms, these types of mid-construction changes ... | no | 2019 | |
5 | Full article: Top-Level Design and Fragmented Decision-Making | by D Huang · 2018 · Cited by 14 — Top-Level Design and Fragmented Decision-Making: A Case Study of an SOE Merger in China's High-Speed Rail Industry. | no | 2018 | |
6 | Level Design I | Case Study | Chris Chung - Taylor & Francis ... | by C Chung · 2017 — The rules of the procedural level generation system were designed around the core mechanics of the game and what ideal locations for a destructive cat ... | no | 2017 | |
7 | Fast digital design space exploration with high-level synthesis | by B Knoop · 2016 · Cited by 1 — Email: {knoop, schmale, peters, steffen.paul}@me.uni-bremen.de. Abstract—The rapid architecture design paradigm of high- level synthesis (HLS) facilitates ... | yes | 2016 | |
8 | Fast digital design space exploration with high-level synthesis | by B Knoop · 2016 · Cited by 1 — Fast digital design space exploration with high-level synthesis: A case study with approximate conjugate gradient pursuit ; Electronic ISBN: 978-1-5386-3954-2. | no | 2016 | |
9 | FPGA-based system level design of control systems - IEEE ... | by M Stankovic · 2016 · Cited by 2 — FPGA-based system level design of control systems: A case study of three-axis positioning controller implementation ; Date of Conference: 12-14 Oct. 2016 ; Date ...Date Added to IEEE Xplore: 21 November 2016 | no | 2016 | |
10 | Parametrized system level design: Real-time X-Ray image ... | by T Shoshkov · 2016 — Parametrized system level design: Real-time X-Ray image processing case study ; ISBN Information: Electronic ISBN: 978-1-5090-1503-0. Print on Demand(PoD) ISBN: ... | no | 2016 |
Experts
# | Name | Description | Followers | Following | Location |
---|---|---|---|---|---|
1 | ShawnElliott | Lead Game Designer new BioShock. Formerly: Level designer, Arkane Austin, LD Irrational Games, https://t.co/PJrv4739Gp, GFW magazine, EGM. | 17 221 | 68 | Petaluma, CA |
2 | Volcano | Co-Lead Game Designer on VALORANT at Riot Games - Former Professional Gamer from 2002-2015 (Team 3D & Team Dynamic) and Level Designer (de_cache) | 15 844 | 140 | California |
3 | Em Schatz | Co-Lead Game Designer @Naughty_Dog on The Last of Us Part II and Uncharted 4. Level design hotshot and mom. Plants! know crochet. Trans. she/her 🏳️🌈⚧ | 12 954 | 728 | Santa Monica, CA |
4 | Rodney Reece | Principal Level Designer @Respawn Apex Legends. The dude who designed World’s Edge and Storm Point. Previously Uncharted 2, 3, 4, Lost Legacy, & Last of Us. | 10 289 | 115 | Santa Monica, CA |
5 | Ben Burkart | Senior Level Designer at Studio Wildcard - Ark Survival Evolved, Atlas | 10 015 | 40 | Washington, USA |
6 | Brad Lynch | XR Hardware Analyst/VR Level Designer. 98,000 Subs on Youtube WCG 2019 VR World Champion BUSINESS: [email protected] | 9 679 | 426 | Florida, USA |
7 | Max Pears | Level Design Freelancer @NinjaTheory / Timi Studio #Cyberpunk2077 / #TheDivision / Podcast LDL: https://t.co/JjbMVu7XSU Opinions my own. #leveldesign #gamedev | 9 553 | 1 469 | Poland |
8 | Brendy Caldwell | Writer, journalist & level design liker. Host of @HeyLesson. Prev @rockpapershot, @ShutUpShow & sub-ed for @guardian. 17th at OlliOlli 2. Tekkenista. Skeksis. | 6 088 | 1 215 | Montreal |
9 | ZCTxCHAOSx | Level Designer -- #CallofDuty #Zombies #LevelDesign #Modding -- 🧟♂️🐔🌮 -- Email: ZCTxCHAOS@gmail . com | 6 037 | 357 | - |
10 | Madgaz | Amateur Level Designer and aspiring 3D model designer https://t.co/zp5FPY3RYu Enquiries : [email protected] my discord https://t.co/nL2jQaL0MT | 6 012 | 760 | North East, England |
Quora Profiles
# | Name | Answers | Followers | Location | Views | Topic | Topic Link | Answers to topic |
---|---|---|---|---|---|---|---|---|
1 | 4 | 2 | San Francisco | 1 282 | Video Game Level Design | 4 | ||
2 | 3 | 0 | 1 233 | Video Game Level Design | 3 |
Youtube Channels
# | Name | Description | Reg Date | Views | Country |
---|---|---|---|---|---|
1 | I create ambient and extended music videos for many different games. All video footage is recorded and edited by myself, all music is also mixed and extended by myself. Nothing on this channel has been re-uploaded or taken from another source. I strive to be as unique as I can be with the content I upload on this channel and am truly grateful to share my passion for gaming with you all. Not only is this channel for nostalgia, but it's also to show my appreciation to the fantastic audio and level design from some of my favorite games. Thank you to all the people who put their time into creating these worlds for us to enjoy and explore. Lastly if there is anyone out there wanting me to credit them on any of the videos I create and what you've worked on within them (audio, level design, artist etc.) I'd gladly add your name to the description. Send me an email: [email protected] | Tue, 20 Jan 2015 | 14 598 147 | Canada | |
2 | A channel devoted to game design, level design, and anything else that inspires me. | Wed, 21 Nov 2018 | 9 361 310 | Netherlands | |
3 | I drink, eat and sleep level design and game environment art. My name is AlexG. I am the creator of World of Level Design.com I love level design and game environment art. My sole purpose is to create tutorials through which you can learn how to design your own levels (maps) and create your own game environment art. | Wed, 4 Feb 2009 | 8 843 777 | United States | |
4 | An official level designer for Beat Games All my Beat Saber maps: https://beatsaver.com/index.php/browse/byuser/2629 | Thu, 4 Jun 2009 | 3 426 067 | ||
5 | Hey im Corrion1 aka taintxs producing content including Game Missions,Level Design,WW2 and other random stuff. | Wed, 2 Aug 2006 | 3 081 467 | ||
6 | Welcome To Hummairas Mehndi!! Hummairas mehndi YouTube channel is great inspiration of Mehndi Art. From my channel beginners will get help in Learning and Practicing a wide collection of latest Henna Mehndi designs. Viewers not only learn basic and beginner level designs but can also watch and enjoy all types of mehndi designs including alphabetic mehndi designs, tattoo mehndi designs, bridal mehndi designs, simple mehndi designs, expert-level mehndi designs, Arabic mehndi, trick mehndi designs and many more. Beginners will learn simple but beautiful mehndi design step by step through our tutorial videos. So, Don’t forget to subscribe this channel and if you want to stay in touch with us and enjoy all beautiful mehndi design videos then don't forget to click on the bell icon button | Wed, 7 Aug 2019 | 2 656 369 | Pakistan | |
7 | PC-Gaming / Level design / MMA I occasionally make Pre-Workout playlists and sometimes I upload myself training. Please subscribe, more content soon! | Wed, 4 Nov 2009 | 1 929 488 | Netherlands | |
8 | Entertainer - Gamer - Nature Lover - Scifi & Science Fan - Outer Space - Sven Co-op Level Designer - Techy | Wed, 11 Jul 2007 | 1 882 991 | United States | |
9 | Hi! I'm a poly bridge enthusiast who enjoys over-engineering levels! I've worked as a level designer for the main campaign for Poly Bridge 2. From 7 segment displays and elevators, to perpetual motion machines and cannons, to zero gravity and value modding, join me as we explore the ins and outs of what Poly Bridge 2 can provide us! MY OTHER CHANNEL: https://www.youtube.com/c/arglin P.S. Yes, I am a furry, but no I no longer make furry content on this channel. Also I stream on Sundays. | Mon, 18 Feb 2019 | 1 564 993 | United States | |
10 | Polygon Academy is focused on creating video game art tutorials and sharing relevant industry information based off 11+ years of game industry production experience. From lessons in level design and creating environments in Unreal engine 4 (UE4) to tips on how to get a job in the industry. | Sun, 3 Dec 2017 | 1 535 287 | Canada |