商品基本信息,请以下列介绍为准 |
商品名称: | 游戏设计梦工厂 |
作者: | |
市场价: | 119.0元 |
ISBN号: | 9787121284663 |
出版社: | 电子工业出版社 |
目录 |
第 1 章 游戏设计师的角色 ························································································3和玩家站在同一阵营··································································································3热情和技巧··············································································································6以玩法为核心的设计流程···························································································12你应该知道的设计师 ·······························································································14迭代设计过程 ········································································································18为革新而设计··········································································································24总结······················································································································24设计师视角:CHRISTINA NORMAN ···········································································25设计师视角:WARREN SPECTOR ············································································28扩展阅读···············································································································30章末笔记···············································································································30第 2 章 游戏的结构·································································································31《钓鱼》和《雷神之锤》···························································································31让玩家投入·············································································································39什么是谜题? ········································································································40这部分的总结··········································································································47定义游戏················································································································48定义················································································································49总结······················································································································51设计师视角:Jane McGonigal ···················································································52设计师视角:Randy Smith ·······················································································55扩展阅读················································································································57章末笔记················································································································57第 3 章 使用正规元素······························································································58玩家······················································································································58有说服力的游戏 ·····································································································66目标······················································································································69操作······················································································································75规则······················································································································77资源······················································································································81冲突······················································································································87边界······················································································································88结果······················································································································90总结······················································································································91设计师视角:Tim LeTourneau ··················································································92设计师视角:Matt Korba ··························································································94扩展阅读················································································································96章末笔记················································································································96第 4 章 运用戏剧元素······························································································97挑战······················································································································97玩·······················································································································102故事预设··············································································································105角色····················································································································108故事····················································································································112互动式叙事的两大误区 ··························································································114构建世界··············································································································115情节发展··············································································································116总结····················································································································120设计师视角:DR. RAY MUZYKA ···············································································121设计师视角:DAGLOW ··························································································123扩展阅读··············································································································125章末笔记··············································································································125第 5 章 活用动态的游戏 ··················································································126游戏作为一个··································································································126动态··············································································································130解构 Set ·············································································································131与进行互动·····································································································146对话 WILL WRIGHT ······························································································150调整游戏········································································································155总结····················································································································156设计师视角:Alan R Moon ······················································································157设计师视角:Frank Lantz ·······················································································160扩展阅读··············································································································162章末笔记··············································································································162第二篇 设计一款游戏 ····························································································163第 6 章 概念设计··································································································165获得灵感··············································································································165头脑风**技巧········································································································168其他方法··············································································································171实验性游戏玩法 ···································································································172修改和优化···········································································································178EA 的预制作工坊··································································································· 179把创意转化成游戏··································································································184游戏的想法来自何处? ··························································································186如何从焦点小组中得到**收获················································································189结论····················································································································191设计师视角:陈星汉 ·····························································································193设计师视角:Josh Holmes ·····················································································196扩展阅读··············································································································198章末笔记··············································································································198第 7 章 原型········································································································199制作原型的方法·····································································································199**人称射击游戏原型设计 ····················································································205“失败”的原型设计过程与其他故事 ········································································207万智牌的设计进化 ································································································216使你的实物原型更好·······························································································23... |
内容简介 |
游戏设计梦工厂》是南加州大学游戏设计系主任的经典著作。作为一本将现代游戏工业与先进教学体系融合的书籍,通过本书你将学会驱动式练习,不需要编程或艺术知识就可以按部就班地完成真实游戏的设计。本书内容全面、受众较广,既清晰而地介绍了实用的游戏设计创作过程,又细致讲解了工作原型、游戏测试,以及修改游戏设计时屡试不爽的方法和工具,为你提供了提升游戏设计技艺、壮大游戏事业的各方面基础。 |
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