Imagen de cubierta local
Imagen de cubierta local

Game Feel : A Game Designer's Guide to Virtual Sensation / Steve Swink.

Por: Tipo de material: TextoTextoDetalles de publicación: United States of America : CRC Press, Taylor & Francis Group, 2009.Edición: 1st edDescripción: 358 p. il. ; figrs. ; fotos bynISBN:
  • 9780123743282
Tema(s): Clasificación CDD:
  • 21 794.8 Sw978g 2009
Resumen: Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Etiquetas de esta biblioteca: No hay etiquetas de esta biblioteca para este título. Ingresar para agregar etiquetas.
Valoración
    Valoración media: 0.0 (0 votos)
Existencias
Tipo de ítem Biblioteca actual Signatura topográfica Copia número Estado Fecha de vencimiento Código de barras
Libro Colección sala Libro Colección sala Humanidades nivel 2 794.8 Sw978g 2009 1st.ed. (Navegar estantería(Abre debajo)) c.1 Disponible 13524
Libro Colección General Libro Colección General Humanidades nivel 2 794.8 Sw978g 2009 1st.ed. (Navegar estantería(Abre debajo)) c.2 Disponible 13525

Incluye Bibliografía a pie de página.

Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

DESARROLLO VIDEOJUEGO-BASICA

No hay comentarios en este titulo.

para colocar un comentario.

Haga clic en una imagen para verla en el visor de imágenes

Imagen de cubierta local
  • Campus Providencia

  • Edificio Fernando Manterola, 0789
  • Tel: (56-22) 483 7352
  • Tel: (56-22) 483 7350
  • Edificio Santa María, 0760
  • Providencia
  • Metro Salvador
  • Tel: (56-2) 2483 7400