遊戲設計最新書籤


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834355

GLS - games + learning + society Popup

GLS - games + learning + society Popup

CrazyLion 收藏於 2007/09/21

Games, Learning & Society Initiative at the University of Wisconsin-Madison    ...

Games, Learning & Society Initiative at the University of Wisconsin-Madison
Icon_arrow_right 1768 天前 
690445

Game Designer - VideoJug Popup

Game Designer - VideoJug Popup

CrazyLion 收藏於 2007/07/27
Videogames have come an awfully long way since the heady days of Pong and Pac Man all those years ago. If you think gaming is still just a few nerdy kids holed up in their bedrooms needing to get out more, prepare yourself for a shock. The videogame industry is now worth billions. The level of sophistication, both in terms of gameplay and graphics continues to grow at a phenomenal pace, and in many households they've overtaken TV as the entertainment of choice for winding down in the evening. The flipside, of course, is that videogame production is now serious business. While you may think being a videogame designer is just a day-long play-about, the truth is it's a very demanding, albeit very rewarding job...

一些遊戲設計者的訪談    繼續閱讀...

一些遊戲設計者的訪談繼續閱讀
Icon_arrow_right 1791 天前 
631466

Gamasutra - Designing for Motivation Popup

Gamasutra - Designing for Motivation Popup

CrazyLion 收藏於 2007/07/04
The importance of a game's experience depends on the how much general interest it can generate. Creating and keeping the player’s interest is the way to manage his motivation. His motivation is the factor that will determine if a player will continue playing after a few minutes, as well as how long he will play and whether he will finish the game.

我們都知道:當我們對一款遊戲的熱情消失後,這款遊戲的生命就消逝了。於是對於遊戲設計者來說,如何讓玩家可以在玩完遊戲之前都保持著強烈的熱情,甚至是熱情到玩個兩次三次,就是個重要的課題。 此篇文章的作者提出了一個 PNRC 系統來描...    ...

我們都知道:當我們對一款遊戲的熱情消失後,這款遊戲的生命就消逝了。於是對於遊戲設計者來說,如何讓玩家可以在玩完遊戲之前都保持著強烈的熱情,甚至是熱情到玩個兩次三次,就是個重要的課題。 此篇文章的作者提出了一個 PNRC 系統來描...
Icon_arrow_right 1811 天前 
585277

Gamasutra - Designing Usable and Accessible Games with Interaction Design Patterns Popup

Gamasutra - Designing Usable and Accessible Games with Interaction Design Patterns Popup

CrazyLion 收藏於 2007/06/14
Designing Usable and Accessible Games with Interaction Design Patterns

這篇談到遊戲設計方面的Usablity 和 Accessibility 的問題。有些地方我覺得不太實際啦,像是做遊戲還要考慮到視障同胞們… 不過其他地方講的很好,作者也針對幾個問題提出設計樣式(Design pattern) ,不過...    ...

這篇談到遊戲設計方面的Usablity 和 Accessibility 的問題。有些地方我覺得不太實際啦,像是做遊戲還要考慮到視障同胞們… 不過其他地方講的很好,作者也針對幾個問題提出設計樣式(Design pattern) ,不過...
584049

welcome Popup

welcome Popup

CrazyLion 收藏於 2007/06/14

此網站收集了一些遊戲設計上針對 Usablity 和 Accessibility 方面的設計樣式 .. 互動設計方面應該也可以參考吧... 不過都用圖代替文字是怎樣...    ...

此網站收集了一些遊戲設計上針對 Usablity 和 Accessibility 方面的設計樣式 .. 互動設計方面應該也可以參考吧... 不過都用圖代替文字是怎樣...
Icon_arrow_right 1844 天前 
547518

Gamasutra.com Features - Living Worlds: The Ecology of Game Design Popup

Gamasutra.com Features - Living Worlds: The Ecology of Game Design Popup

CrazyLion 收藏於 2007/05/12
have a great time playing through all sorts of game worlds—blasting randomly placed enemies, collecting scattered power-ups, earning points, gaining levels, all en route to some nefarious “main boss.” Usually the game world is very transparent though, meaning I can tell I’m in a game from the moment I pick up a controller to the moment I put it down again. As a player, I’m not exploring environments, I’m beating levels. I’m not fighting aliens, I’m defeating scripting.

底下是 筆記 筆記 這篇的主題是在講如何讓使用者可以融入遊戲的環境當中。博弈遊戲、運動遊戲當然不包括在這篇內阿~~~ 要如何讓使用者可以融入遊戲環境中呢? 作者提出了三個主要的方法: 1)怪物是環境中的一部份 基本...    ...

底下是 筆記 筆記 這篇的主題是在講如何讓使用者可以融入遊戲的環境當中。博弈遊戲、運動遊戲當然不包括在這篇內阿~~~ 要如何讓使用者可以融入遊戲環境中呢? 作者提出了三個主要的方法: 1)怪物是環境中的一部份 基本...
Icon_arrow_right 2052 天前 
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