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Game feel a game designers guide to virtual sensation~tqw~darksiderg

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  • Front Cover

  • Game Feel: A Game Designer’s Guide to Virtual Sensation

  • Copyright Page

  • Table of Contents

  • Acknowledgments

  • About the Author

  • Introduction

    • About This Book

  • Chapter 1. Defining Game Feel

    • The Three Building Blocks of Game Feel

    • Experiences of Game Feel

    • Creating Game Feel

    • Summary

  • Chapter 2. Game Feel and Human Perception

    • When and How Does Real-Time Control Exist?

    • The Computer Side of Things

    • Some Implications of Perception for Game Feel

    • Summary

  • Chapter 3. The Game Feel Model of Interactivity

    • The Human Processor

    • The Computer

    • The Senses

    • The Player's Intent

    • Summary

  • Chapter 4. Mechanics of Game Feel

    • Mechanics: Game Feel Atoms

    • Applying the Criteria

    • Summary

  • Chapter 5. Beyond Intuition: Metrics for Game Feel

    • Why Measure Game Feel?

    • Soft Metrics vs. Hard Metrics

    • What's Important to Measure

    • Summary

  • Chapter 6. Input Metrics

    • Micro Level: Individual Inputs

    • Input Measurement Examples

    • Macro Level: The Input Device as a Whole

    • Tactile Level: The Importance of Physical Design

    • Summary

  • Chapter 7. Response Metrics

    • Attack, Decay, Sustain and Release

    • Input and Response Sensitivity

    • Summary

  • Chapter 8. Context Metrics

    • High-Level Context: The Impression of Space

    • Impressions of Speed and Motion

    • The Impression of Size

    • Medium-Level Context

    • Low-Level Context

    • Summary

  • Chapter 9. Polish Metrics

    • The Feel of Everyday Things

    • Types of Polish

    • Summary

  • Chapter 10. Metaphor Metrics

    • Real, Iconic and Abstract

    • Summary

  • Chapter 11. Rules Metrics

    • High-Level Rules

    • Medium-Level Rules

    • Low-Level Rules

    • Summary

  • Chapter 12. Asteroids

    • The Feel of Asteroids

    • Input

    • Response

    • Simulation

    • Context

    • Polish

    • Metaphor

    • Rules

    • Summary

  • Chapter 13. Super Mario Brothers

    • Input

    • Response

    • Summary

  • Chapter 14. Bionic Commando

    • Input

    • Response

    • Context

    • Polish

    • Metaphor

    • Rules

    • Summary

  • Chapter 15. Super Mario 64

    • What's Important?

    • Input

    • Response

    • Running Speed and Direction

    • Modulating Upward Velocity

    • Switches to Ducking or Sliding States

    • Triggering Attack Moves

    • Context

    • Polish

    • Metaphor

    • Rules

    • Summary

  • Chapter 16. Raptor Safari

    • Game Overview

    • Input

    • Response

    • Context

    • Polish

    • Metaphor

    • Rules

    • Summary

  • Chapter 17. Principles of Game Feel

    • Predictable Results

    • Instantaneous Response

    • Easy but Deep

    • Novelty

    • Appealing Response

    • Organic Motion

    • Harmony

    • Ownership

    • Summary

  • Chapter 18. Games I Want to Make

    • 1,000 Marios

    • Window on the World

    • Spatial Relationships and Intimacy

    • Invisible Avatars

    • Tune

    • Summary

  • Chapter 19. The Future of Game Feel

    • The Future of Input

    • The Future of Response

    • The Future of Context

    • The Future of Polish

    • The Future of Metaphor

    • The Future of Rules

    • Summary

  • Index

    • A

    • B

    • C

    • D

    • E

    • F

    • G

    • H

    • I

    • J

    • K

    • L

    • M

    • N

    • O

    • P

    • Q

    • R

    • S

    • T

    • U

    • V

    • W

    • X

    • Y

    • Z

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