World Design For 2d Action Adventures
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Author |
: Christopher W. Totten |
Publisher |
: CRC Press |
Total Pages |
: 401 |
Release |
: 2024-12-30 |
ISBN-10 |
: 9781040226056 |
ISBN-13 |
: 1040226051 |
Rating |
: 4/5 (56 Downloads) |
Synopsis World Design for 2D Action-Adventures by : Christopher W. Totten
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
Author |
: Christopher W. Totten |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2025-01-09 |
ISBN-10 |
: 1032579986 |
ISBN-13 |
: 9781032579986 |
Rating |
: 4/5 (86 Downloads) |
Synopsis World Design for 2D Action Adventures by : Christopher W. Totten
Blending theory and practical analysis, book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It guides you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear "Metroidvania" titles.
Author |
: Ernest Adams |
Publisher |
: Pearson Education |
Total Pages |
: 577 |
Release |
: 2014 |
ISBN-10 |
: 9780321929679 |
ISBN-13 |
: 0321929675 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Fundamentals of Game Design by : Ernest Adams
Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.
Author |
: Richard Rouse III |
Publisher |
: Jones & Bartlett Learning |
Total Pages |
: 730 |
Release |
: 2004-08-30 |
ISBN-10 |
: 9781449633455 |
ISBN-13 |
: 1449633455 |
Rating |
: 4/5 (55 Downloads) |
Synopsis Game Design: Theory and Practice, Second Edition by : Richard Rouse III
“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
Author |
: Andrew Rollings |
Publisher |
: New Riders |
Total Pages |
: 652 |
Release |
: 2003 |
ISBN-10 |
: 1592730019 |
ISBN-13 |
: 9781592730018 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Andrew Rollings and Ernest Adams on Game Design by : Andrew Rollings
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Author |
: Nora Castle |
Publisher |
: Springer Nature |
Total Pages |
: 376 |
Release |
: |
ISBN-10 |
: 9783031416958 |
ISBN-13 |
: 3031416953 |
Rating |
: 4/5 (58 Downloads) |
Synopsis Animals and Science Fiction by : Nora Castle
Author |
: Drew Davidson |
Publisher |
: Lulu.com |
Total Pages |
: 444 |
Release |
: 2009-01-01 |
ISBN-10 |
: 9780557069750 |
ISBN-13 |
: 0557069750 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Well Played 1.0 by : Drew Davidson
Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
Author |
: Klaus Bredl |
Publisher |
: IGI Global |
Total Pages |
: 382 |
Release |
: 2013-03-31 |
ISBN-10 |
: 9781466636743 |
ISBN-13 |
: 1466636742 |
Rating |
: 4/5 (43 Downloads) |
Synopsis Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare by : Klaus Bredl
"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
Author |
: Anthony L. Brooks |
Publisher |
: Springer |
Total Pages |
: 187 |
Release |
: 2012-09-03 |
ISBN-10 |
: 9783642333293 |
ISBN-13 |
: 364233329X |
Rating |
: 4/5 (93 Downloads) |
Synopsis Arts and Technology by : Anthony L. Brooks
This book constitutes the thoroughly refereed post-conference proceedings of the Second International Conference on Arts and Technology, ArtsIT 2011, which was held in December 2011 in Esbjerg, Denmark. The 19 revised full papers and the two poster papers cover various topics such as Interaction and Art, Music and Performance, and Digital Technology.
Author |
: Jeremiah McCall |
Publisher |
: Routledge |
Total Pages |
: 198 |
Release |
: 2013-06-17 |
ISBN-10 |
: 9781136832093 |
ISBN-13 |
: 1136832092 |
Rating |
: 4/5 (93 Downloads) |
Synopsis Gaming the Past by : Jeremiah McCall
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.