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Carregando... Andrew Rollings and Ernest Adams on Game Designde Andrew Rollings
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Referências a esta obra em recursos externos. Wikipédia em inglês (17)How often have you heard "anyone can design a game?" While it seems likean easy job, game ideas are cheap and plentiful. Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle. Andrew Rollingsand Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of thekey game design elements: examining game concepts and worlds,storytelling, character and user interface design, core mechanics andbalance. The second half discusses each of the major game genres(action, adventure, role-playing, strategy, puzzle, and so on) andidentifies the design patterns and unique creative challenges thatcharacterize them. Filled with examples and worksheets, this book takesan accessible, practical approach to creating fun, innovative, andhighly playable games. Não foram encontradas descrições de bibliotecas. |
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Google Books — Carregando... GênerosClassificação decimal de Dewey (CDD)794.8151The arts Recreational and performing arts Indoor games of skill; board games Electronic and video games Computer programmingClassificação da Biblioteca do Congresso dos E.U.A. (LCC)AvaliaçãoMédia:
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Chapters 7 (on the types of challenges that go into a game) and 8 (on game balancing) are must-reads for any designer. They can go a long way towards developing a vocabulary of game design that goes beyond "fun/not-fun."
The second half of the book is a series of discussions on various game genres: action, strategy, RPG, etc. Each of these genres is deserving of a book of its own, and one chapter can't really do them any real justice. Disappointing, but the first half of the book is well worth the price of admission. ( )