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Game Design Deep Dive

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The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping - one of the oldest mechanics in the industry - and how it has evolved and changed over the years. Les mer
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Vår pris: 1941,-

(Innbundet) Fri frakt!
Leveringstid: Sendes innen 21 dager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Om boka

The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping - one of the oldest mechanics in the industry - and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective.





Key Selling Points:








The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping.







A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint.







A must read for anyone interested in building their own platformer or just interested in the history of the game industry's most famous game mechanic.







This book is a perfect companion for someone building their first game or as part of a game design classroom.







Includes real game examples to highlight the discussed topics and mechanics.








Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study.

Fakta

Innholdsfortegnelse

1 The Legacy of Jumping


2 The First Jumps


3 Committed Jumping


4 Variable Jumping


5 The 2D Mascot Platformer Era


6 Basic 2D Design


7 Advanced 2D Design


8 The Adventure Platformer


9 Puzzle Platforming and Design


10 First-Person Jumping Design


11 The 3D Platformer Era


12 Three D Design


13 The AAA Shift Away from Platformers


14 The Indie Impact


15 Physics-Driven Platformer Design


16 Super Mario Maker and Kaizo Culture


17 Expert 2D Design


18 Conclusion

Om forfatteren

Joshua Bycer is a Game Design Critic with more than 7 years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.