Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) 🔍
Steve Swink & chenjin5.com chenjin5.com 海量电子书免费下载, Morgan Kaufmann Game Design Books, 2008
英语 [en] · 中文 [zh] · MOBI · 7.5MB · 2008 · 📕 小说类图书 · 🚀/lgli/zlib · Save
描述
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers
备用文件名
zlib/no-category/Steve Swink & chenjin5.com/Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books)_17742659.mobi
备选作者
Swink, Steve
备选作者
未知
备用出版商
Morgan Kaufmann Publishers; CRC Press
备用出版商
Morgan Kaufmann Publishers/Elsevier
备用出版商
Academic Press, Incorporated
备用出版商
Taylor & Francis
备用出版商
Brooks/Cole
备用出版商
Routledge
备用版本
United States, United States of America
备用版本
CRC Press (Unlimited), Amsterdam, 2009
备用版本
Burlington, MA, Massachusetts, 2009
备用版本
Amsterdam ; Boston, ©2009
备用版本
1, PS, 2008
元数据中的注释
Includes index.
备用描述
Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse)no matter the instruments, style or time periodthese building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
备用描述
Game feel is the most overlooked aspect of digital game design. The feel of control can make or break a game, causing players to love or hate it. It is the tactile, physical sensation that exists in the space between player and game and is rarely explored in detail by creators of digital games. It's taken for granted, copied from other games, or created using brilliance and intuition. It is an invisible art, similar to cinematography in film. In a clear, non-technical style intended to be accessible to professionals, players, and aspiring designers alike, independent game designer, instructor, and lecturer Steve Swink investigates game feel as experienced by players, crafted by game designers, and measured by psychologists, giving reader the tools to measure, master, and create games that feel good. Level: All levels of game designers. Features: A companion website, www.game-feel.com, including fully playable examples that allow the reader to experience first-hand the ways Game Feel can be shaped and molded. Includes in-depth examination of many classic games from a fresh angle. Interviews with leading game designers such as Jenova Chen and Kellee Santiago (flOw, Flower), Chaim Gingold (Spore), and Jonathan Blow (Braid). -- From back cover
备用描述
Picture yourself playing Super Mario Brothers. Bring to mind the sensation of steering Mario around, the feel of jumping over pipes and platforms. What is that feeling? Where does it come from? Why has no one talked about it before? How would you go about creating a sensation like that? In digital game design, "feel" is the single most overlooked facet of game design: a powerful, gripping, tactile sensation that exists somewhere in the space between player and game. It is a kind of "virtual sensation" - the essence of human-computer interaction. In a simple, easy-to-follow style, game design teacher and practitioner Steve Swink demystifies this crucial, fundamental, and unexplored aspect of game design with case studies, fully interactive examples, and interviews with industry luminaries. No prior programming experience required!
备用描述
9780123743282
开源日期
2021-10-24
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