The Way We Play(2023) [Killick] [9781484287880]
معرفی کتاب «The Way We Play(2023) [Killick] [9781484287880]» نوشتهٔ Walter Sinnott-Armstrong، Robert J. Fogelin و Michael Killick، منتشرشده توسط نشر Apress L. P. در سال 2022. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games. Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production. What You Will Learn Understand theories within games design Grasp what it takes to design and create your first game Look back at previous popular games and what made them so great Cover all aspects of design to allow you to begin designing your first video game Who Is This Book For: Anyone who would like to explore the fundamentals of game design and the theory behind it. This is also a chance to learn what goes into a game and how a game can be designed to be fun. Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Your Design Journey Begins A Brief(ish) History The Top Scorers 10 – Mario Kart Wii (2006) 9 – Red Dead Redemption 2 (2018) 8 – Super Mario Bros (1985) 7 – Mario Kart 8 (2014) 6 – Pokémon Red, Blue, and Green (1996) 5 – PlayerUnknown’s Battlegrounds (2017) 4 – Wii Sports (2006) 3 – Grand Theft Auto V and GTA V 2 – Minecraft (2011) 1 – Tetris (1984) Writing Your Game Design Document – Introduction Step 1: The One-Sheet ESRB/Pan European Game Information (PEGI) Ratings Unique Selling Points (USPs) Competitors – Know Your Competition! Step 2: The Ten-Page Boss Page 1: Title Page Logos Page 2: Game Outline Game Story Game Flow Page 3: Character Page 4: Gameplay Page 5: Game World Page 6: Game Experience Page 7: Game Mechanics Page 8: Enemies Page 9: Cutscenes Page 10: Bonus Materials Step 3: The GDD Progression The Beat Chart The End of Your GDD Journey Bonus Stage: In-Game Purchases Conclusion Chapter 2: Video Games: Under the Hood Introduction Job Roles Programmer Artists Designers Producer Tester Quality Assurance Composer Sound Designer Writer Product Manager Technical Director Genres Idea Generation Research Networking Experiences Reading Material Play Games! Follow Your Passion What Does the Audience Want? The Problem with Fun Brainstorming Got No Idea? Taking a Walk Keep Your Mind Focused Work Somewhere New Move to the Best Bits Bonus Stage: Common Game Industry Terms Conclusion Chapter 3: From Paper to Screen Section 1: The Narrative Section 2: Who Are You Playing As? Humorous Heroic Rebel and Awesome Customizing Characters Realistic Facial Proportions Movement Humanity Stylized Facial Proportions Movement Humanity Gameplay Moving in the Right Direction How to Go Higher Just Keep Swimming! Bringing It All Together Movement Appearance Weapons and Items Section 3: How to See the World 2D Top Down 2.5D/Isometric First Person Pros Cons Third Person Bonus Stage: Easter Eggs Conclusion Chapter 4: First-Person Character Controller in Unity Set Up Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Step 7 Step 8 Step 9 Step 10 Step 11 Step 12 Bonus Stage: Common Unity Terms Conclusion Chapter 5: Rule the World – Level Design Your World Tutorials Let’s Start Designing Immersive Environments Movement Alternate Pathways Mapping Player Controls Bonus Stage: The Name of the Game Conclusion Chapter 6: Friend or Foe? Enemy Design Where Do You Begin? Size Behavior Speed Movement Attacks Health Honorable Mention: Buffs and Weaknesses Stuck with Ideas? The Final Boss Attention to Detail The Setting Conclusion Chapter 7: MCM (Mechanics, Combat, and Multiplayer) Mechanics Hazards Save Yourself! The Art of Combat Style of Violence Style of Combat Combat Controls Forms of Combat Melee Stealth Grapples Always Moving Blocking Your Enemies Health and Lives Multiplayer Player Customization Player Interactions Multiple Worlds Sharing Rewards Pros Cons Conclusion Chapter 8: 2D Platformer Tutorial Set Up Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Step 7 Step 8 Step 9 Step 10 Step 11 Conclusion Chapter 9: HUD and UI. What Does It Mean? Reticule Ammo Indicator Health Bar Mini Map/Radar Stamina Levelling-Up Indicator Inventory Achievements (Honorable Mention) Size Placement Color Static and Dynamic HUD But What If I Want It All? Where Do These Things Go Anyway? A Note on Menus Splash Screens Legal Information Title Screen Options Save/Load Game Loading Screen Pause Menu Controls Credits Scoring/Stats (Honorable Mention) Accessibility in Games Case Study: The Last of Us Part 2 Motor Cognitive Vision Hearing Conclusion Chapter 10: Parting Advice Conclusion Chapter 11: The End. Or Your Beginning? Appendix: Game Design Document Template The One-Sheet The Ten-Page Boss Page 1: Title Page Page 2: Game Outline Page 3: Characters Page 4: Gameplay Page 5: Game World Page 6: Game Experience Page 7: Game Mechanics Page 8: Enemies Page 9: Cutscenes Page 10: Bonus Materials The GDD Beat Chart Index Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games. Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production. You will: Understand theories within games design Grasp what it takes to design and create your first game Analyze popular games and what made them so great Cover all aspects of design to allow you to begin designing your first video game
دانلود کتاب The Way We Play(2023) [Killick] [9781484287880]