Gameplay and DesignCovering the process of video game design, this title builds up a set of techniques used by designers within the industry. It explains how and why things are done the way they are, and features first-hand experiences, examples and case studies from the creators of successful games such as Peter Molyneux's 'Black and White'. |
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Table des matières
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LX | 90 |
LXI | 91 |
LXII | 93 |
LXIII | 100 |
LXIV | 107 |
LXV | 108 |
LXVI | 109 |
LXVII | 112 |
LXVIII | 114 |
LXIX | 117 |
LXX | 122 |
LXXI | 125 |
LXXII | 126 |
LXXIII | 127 |
LXXIV | 128 |
LXXV | 129 |
LXXVI | 130 |
LXXVII | 131 |
LXXVIII | 138 |
LXXIX | 139 |
LXXX | 140 |
LXXXI | 141 |
LXXXII | 142 |
LXXXIV | 145 |
LXXXV | 146 |
LXXXVI | 151 |
LXXXVIII | 152 |
LXXXIX | 153 |
XC | 161 |
XCII | 163 |
XCIII | 164 |
XCIV | 166 |
XCV | 169 |
XCVI | 171 |
XCVII | 172 |
XCIX | 173 |
C | 174 |
CI | 175 |
CIII | 177 |
CXIV | 193 |
CXV | 194 |
CXVI | 195 |
CXVII | 196 |
CXIX | 197 |
CXX | 199 |
CXXI | 200 |
CXXII | 202 |
CXXIII | 208 |
CXXIV | 210 |
CXXV | 212 |
CXXVI | 213 |
CXXVII | 214 |
CXXVIII | 215 |
CXXIX | 216 |
CXXX | 219 |
CXXXI | 221 |
CXXXII | 222 |
CXXXIII | 223 |
CXXXIV | 224 |
CXXXV | 225 |
CXXXVI | 226 |
CXXXVII | 227 |
CXXXIX | 229 |
CXL | 231 |
CXLI | 233 |
CXLII | 234 |
CXLIII | 235 |
CXLIV | 237 |
CXLV | 238 |
CXLVI | 239 |
CXLVII | 240 |
CXLVIII | 242 |
CXLIX | 243 |
CL | 244 |
CLI | 245 |
CLII | 251 |
CLIV | 253 |
CLV | 254 |
CLVI | 255 |
CLVIII | 258 |
CLIX | 264 |
CLX | 268 |
CLXI | 269 |
CLXII | 270 |
CLXIII | 271 |
CLXV | 272 |
CLXVI | 273 |
CLXVII | 274 |
CLXVIII | 275 |
CLXIX | 276 |
CLXX | 277 |
CLXXI | 280 |
CLXXII | 285 |
CLXXV | 286 |
CLXXVI | 287 |
CLXXVII | 288 |
CLXXVIII | 289 |
CLXXIX | 290 |
CLXXX | 291 |
CLXXXII | 292 |
CLXXXIII | 296 |
CLXXXV | 297 |
CLXXXVI | 301 |
CLXXXVII | 302 |
CLXXXVIII | 303 |
CLXXXIX | 304 |
CXCII | 306 |
CXCIII | 308 |
CXCIV | 309 |
CXCV | 313 |
CXCVI | 316 |
CXCVII | 317 |
CXCIX | 318 |
CCI | 320 |
CCII | 322 |
CCIII | 325 |
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Expressions et termes fréquents
action game adventure games allow the player artists audio feedback balancing become begin box map build button camera challenges chapter character Command and Conquer Commodore 64 computer games concept document console core objective create creative creatures define design document device drone Dungeon Siege elements Episodic gaming example exist feel Figure function game design game development game mechanics gameplay theme games industry gaming world genre give the player going happen hardcore gamer hero inform the player interactive interface jump lead designer look Luigi's Mansion marketing mass-market monster mouse move movie multi-player never Norbot on-line Pikmin platform platform game programmers puzzle racing game reason require reward robot RPGs rules and boundaries screen simply story structure target audience Tetris things type of game UnrealScript video games visual feedback weapon
Fréquemment cités
Page xiv - Acknowledgements We are grateful to the following for permission to reproduce copyright material: Figures 5.1, 5.2 and 6.1 reproduced with the permission of AltaVista Internet Operations Limited.
Page 229 - ... very productive in that regard. So thank you, and thank the panel members for being here this morning. As I sat and listened to your presentations, it was, I think, very instructive for those of us who are — who have the responsibility of trying to figure out what it is we need to do going forward based on what we have seen in the past and what we see currently. So thank you for your perspectives. It has been most beneficial. As I sat and listened to you each, I came to maybe an inevitable...
Page 3 - An attractive feature of this book is the full colour plate section. Images flagged with a camera icon in the text can be found in colour in the plate section.
Page 2 - I have included a glossary in the back of the book for your reference. I have also tried to avoid the irritation of joint pronouns such as him/her and he/she and have simply used 'he' and 'him' when referring to the designer and the game player, for clarity and ease of reading.
Page 12 - The player whose turn it is to move proceeds by advancing one of his pieces diagonally forward to an adjacent square. However, several possible scenarios could be presented to the player at this point. If an opponents...
Page 1 - The games industry is relatively young compared to most other industries, but it is one of the fastest growing industries in the world, and revenues are about to exceed that of the movie industry.
Page 4 - If I had a dollar for every time somebody said to me, 'you're so lucky, what a brilliant job', I would have achieved myth number one.
Page 23 - If you are a budding designer, you must be prepared to work harder and longer than you ever have before.
Page xiii - ... those who have contributed to the book in one way or another: Christian Johnson, Louis Castle, Bobby Earl, Robbie Tinman, Sean Millard and Colin Gordon.
Page 320 - A moveable icon representing a person in cyberspace or virtual reality graphics...

