本站支持尊重有效期内的版权/著作权,所有的资源均来自于互联网网友分享或网盘资源,一旦发现资源涉及侵权,将立即删除。希望所有用户一同监督并反馈问题,如有侵权请联系站长或发送邮件到ebook666@outlook.com,本站将立马改正
商品基本信息,请以下列介绍为准 | |
图书名称: | 游戏设计梦工厂 |
作者: | (美)Tracy Fullerton(特雷西·富勒顿) 著,潘妮 陈潮 宋雅文 刘思嘉 秦彬 译 |
定价: | 119.00 |
ISBN号: | 9787121284663 |
出版社: | 电子工业出版社 |
编辑推荐 | |
√ 你可以通过《游戏设计梦工厂》这本书中的练习来学习游戏设计,既不需要懂编程,也不需要美术的造诣。√ Tracy Fullerton通过对游戏设计中的正规、戏剧和动态系统清晰易懂的分析,揭开了游戏创造过程的神秘面纱。通过经典游戏的案例、游戏设计技巧的图解以及精心挑选的练习,这本书给予你创造引人入胜的游戏所需要的一切技巧和工具。√ 《游戏设计梦工厂》让你去制作原型、测试游戏,并通过久经考验的方法和工具来改进你自己的游戏。这些技巧会给你的职业生涯打好基础,无论你的方向是游戏设计、制作、编程或是视觉设计。 |
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完美融合的书籍,通过本书你将学会驱动式练习,不需要编程或艺术专业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,既清晰而系统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。 |
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超*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 |
作者简介 | |
Tracy Fullerton是一位饱受赞誉的游戏设计师和教育者,她的从业经验超过十五年。她在近期赢得了IndieCade 2013的Trailblazer奖,这是对她在独立游戏社区中的突出贡献的嘉奖。Tracy是南加州大学电影学院互动媒体及游戏系的主任和教授,这个专业在普林斯顿的北美游戏设计专业排行榜上高居第*。 |
精彩试读 | |
序从我写这本书的第1 版至今已有十年之久了,游戏行业已经发生了翻天覆地的变化。在这期间涌现出了新的平台、新的市场以及新的游戏类型。今天,玩游戏的人无处不在。我知道在这个变幻万千的游戏世界里有一个永恒的东西,那就是游戏设计师对游戏玩法的创新,所以我推出了这本书的十周年版本,首先书中仍然把焦点放到了如何以游戏玩法为核心的设计和迭代过程,在此基础上更新、补充了与今天游戏行业相适应的内容。此外,一些新晋设计师也在书中对如今游戏在设计方面的挑战和机会发表了自己的观点,如Jane McGonigal,Keita Takahashi,Robin Hunicke,Randy Smith,Michael John,Elan Lee,Anna Anthropy,Christina Norman等。这个新版本还讨论了独立设计和游戏出版方面出现的机会、实验性游戏的设计、手机游戏和虚拟现实系统、艺术性游戏和社交游戏、调试游戏和指标测量玩家的游戏体验。当我写完这本书的第1 个版本时,业界有一种认识,认为游戏设计是一个不太容易被教授的东西,能不能做好游戏完全看你有没有“本事”。不用说,我肯定不同意这个观点。十年很快过去,业界的这种认识发生了变化。现在,南加州大学的游戏设计课程,被视为游戏人才和创新思想的孵化器。在这里学习的学生被证明通过训练和实践后,会变得更加具有创新能力,能在人才济济的游戏创意团队中良好地进行合作,并且优秀的设计技能能帮助他们创造有趣的游戏机制。可能你没有想到,游戏设计课程也开始出现在技术学校,甚至是艺术培训学校,如今游戏设计无处不在。不仅是每个人学习游戏设计,并且每个人也会做与游戏相关的事情。今天的学生使用的《Minecraft》或《模拟城市》这样的构建类游戏学习历史和环境,他们热爱的游戏导致他们学会了相关的重要技能,如系统和程序化的思考方式。再过十年,当这些以游戏系统方式学习和思考的孩子长大成人后,世界会变成什么样子?他们会想玩什么游戏呢?他们会以什么样的方式了解和参与到这个世界中?我迫不及待地想看到的未来会怎样。当年*开始跟我学习游戏设计的学生现在已经发生了巨大的变化,他们的成就甚至使我震惊,都表现得如此有天赋和创造力。他们在从业之后已经把行业的游戏美学标准拔高到了一个新的层次,假以时日,他们一定会为下一代游戏玩法的改变做出更多的贡献。今天游戏行业创造出来的作品,特别是在实验和独立游戏设计领域,让我相信我们现在看到的仅仅是游戏玩法进化的一个开端。在将来,我们会看到更多文化、创意和商业上的进步与繁荣。我知道这本书曾激励不少人走上玩法创新这条道路,我很兴奋能因此成为这波游戏革命大潮中的一份子。我希望学生和设计师读到这个新版后,依然能像过去十年受到影响的那批人一样,保持对游戏的激情和承诺。继续玩游戏吧! |