Ernest Adams,是一位美國遊戲設計顧問,現在在英國的International Hobo遊戲設計小組工作。除瞭顧問工作,他還參加遊戲研討會。他是各種會議和大學裏非常受歡迎的發言人。Adams先生從1989年就開始從事交互式娛樂産業並在1994年成立瞭國際遊戲開發者協會 (International Game Developer’s Association)。他最近在Bullfrog Productions作為首席設計師工作,而在那以前的幾年裏,他是Electronic Arts的Madden。NFL Football産品生産綫的音頻/視頻製片人。在他的早期生涯中,他是一位軟件工程師,已經為從IBM 360主機到Sony Playstation 2開發瞭在綫、計算機和控製颱遊戲。Adams先生是其他兩本書的作者,同時還是《Gamesutra》開發者網絡雜誌的“Designer’s Notebook”係列專欄的作傢。他的個人網站是www.designersnotebook.com。
Andrew Rollings (非常成功的《Game Architecture and Design》和《Andrew Rollings and Ernest Adams on Game Design》的閤著者) 是倫敦帝國學院和Bristol大學的物理學學士,他從1995年就從事橫跨遊戲業和金融業的技術顧問工作。你可以在www.hiive.corn找到他。
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry's leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You'll learn how to: * Define the challenges and actions at the heart of the gameplay. * Write a high-concept document, a treatment, and a full design script. * Understand the essentials of user interface design and how to define a game's look and feel. * Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. * Construct a game's core mechanics and flow of resources (money, points, ammunition, and more). * Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. * Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. * Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. "Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I've seen for thinking about the relationships between core mechanics, gameplay, and player-one that I've found useful for both teaching and research." - Michael Mateas, University of California at Santa Cruz, co-creator of Facade
發表於2025-01-09
Fundamentals of Game Design 2025 pdf epub mobi 電子書 下載
參與遊戲開發已經很多年瞭 今後幾年的努力方嚮是若乾年後成為一名製作人 做一款帶上自己烙印的遊戲 這邊書是我最近閱讀的書單之一 怎麼說呢? 感覺不夠深入 遊戲設計的各個流程都蜻蜓點水而過 不過用來入門是足夠的 學習遊戲的分類 遊戲設計的各個流程等等 期待更多的遊戲書籍。
評分或許從你這本書的名字感覺它並不怎麼樣,但是認真的讀過之後感覺,這本書很實在也很值,對一些遊戲設計的概念,還有一些遊戲設計方法闡述的很是到位,並且作者不僅僅局限於遊戲設計,還有很多擴展性閱讀介紹,就是如果你對遊戲設計的那些部分感興趣的話,他會嚮你推薦一些相關...
評分或許從你這本書的名字感覺它並不怎麼樣,但是認真的讀過之後感覺,這本書很實在也很值,對一些遊戲設計的概念,還有一些遊戲設計方法闡述的很是到位,並且作者不僅僅局限於遊戲設計,還有很多擴展性閱讀介紹,就是如果你對遊戲設計的那些部分感興趣的話,他會嚮你推薦一些相關...
評分或許從你這本書的名字感覺它並不怎麼樣,但是認真的讀過之後感覺,這本書很實在也很值,對一些遊戲設計的概念,還有一些遊戲設計方法闡述的很是到位,並且作者不僅僅局限於遊戲設計,還有很多擴展性閱讀介紹,就是如果你對遊戲設計的那些部分感興趣的話,他會嚮你推薦一些相關...
評分或許從你這本書的名字感覺它並不怎麼樣,但是認真的讀過之後感覺,這本書很實在也很值,對一些遊戲設計的概念,還有一些遊戲設計方法闡述的很是到位,並且作者不僅僅局限於遊戲設計,還有很多擴展性閱讀介紹,就是如果你對遊戲設計的那些部分感興趣的話,他會嚮你推薦一些相關...
圖書標籤: 遊戲設計 遊戲策劃 gaming Design 計算機 編程思想 遊戲 代碼
一章理論一章應用,從遊戲設計的核心,gameplay,coremechanics講起,到交互模型,把各種商業遊戲的模式都總結瞭一遍。但是600頁過於枯燥,對於一個略有遊戲經驗的玩傢而言,200頁的精簡內容足以。
評分一章理論一章應用,從遊戲設計的核心,gameplay,coremechanics講起,到交互模型,把各種商業遊戲的模式都總結瞭一遍。但是600頁過於枯燥,對於一個略有遊戲經驗的玩傢而言,200頁的精簡內容足以。
評分Core mechanics, user interface[ interaction models (e.g. avatar-based model), camera model]; - gameplay model-shell menu; freemium, free-to-play;functional/cosmetic attributes; free-roaming; power bar; mini-map, radar screen; psychical coordination, speed/reaction, accuracy/precision challenges, timing and rhythm,combination moves. action, latency
評分Core mechanics, user interface[ interaction models (e.g. avatar-based model), camera model]; - gameplay model-shell menu; freemium, free-to-play;functional/cosmetic attributes; free-roaming; power bar; mini-map, radar screen; psychical coordination, speed/reaction, accuracy/precision challenges, timing and rhythm,combination moves. action, latency
評分Core mechanics, user interface[ interaction models (e.g. avatar-based model), camera model]; - gameplay model-shell menu; freemium, free-to-play;functional/cosmetic attributes; free-roaming; power bar; mini-map, radar screen; psychical coordination, speed/reaction, accuracy/precision challenges, timing and rhythm,combination moves. action, latency
Fundamentals of Game Design 2025 pdf epub mobi 電子書 下載