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ویرایش: [1 ed.]
نویسندگان: Alexia Mandeville
سری:
ISBN (شابک) : 1394308175, 9781394308194
ناشر: For Dummies
سال نشر: 2025
تعداد صفحات: 336
[339]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 11 Mb
در صورت تبدیل فایل کتاب Video Game Design For Dummies به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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Title Page Copyright Page Table of Contents Introduction About This Book Foolish Assumptions Icons Used in This Book Beyond the Book Part 1 Getting Started with Game Design Chapter 1 Introducing the Art of Game Design Discovering What Game Design Is Looking at a Brief History of Game Design Leaning Into the Fun Preparing to Think Systematically Diving Into the Game Designer’s Mind Constructing Your First Game Chapter 2 Knowing Why Game Design Matters Game Design Is the Glue of Games Looking at Examples of Game Design Understanding Player Motivations Psychological aspects of gaming Types of player motivation Creating Meaningful Experiences Creating agency and immersion Making players feel something Balancing challenge Implementing difficulty curves Designing with flow in mind Designing Around Constraints Navigating Legal and Ethical Considerations Understanding laws that protect your work Learning ethical game design practices Chapter 3 Overviewing the Game Design Process Exploring the Phases of a Game’s Design Concepting Pre-production Production Launch Post-production Setting Design Intentions Creating intention in your journey Establishing design pillars Aligning a team’s vision Managing Scope Chapter 4 Becoming a Game Designer Learning What It Takes to Be a Game Designer Exploring what game designers do Knowing the top five game design skills Making games is fun Approaching game design as a craft Developing the designer’s mind Curating ideas Finding your design style Preparing to hear feedback Collaborating with your team Learning from other designers Analyzing games Putting Your Ideas on Paper Gathering the tools to get you started Designing a game on paper Designing a system in a spreadsheet Building a world Learning how to prototype Moving from Hobbyist to Industry Building a portfolio Joining a game jam Practicing your craft Acing the design interview Part 2 Exploring Game Design Elements Chapter 5 Game Design Tools and Software Gathering Design Tools Putting pen to paper Picking a game engine Choosing 3-D tools Choosing 2-D tools Becoming familiar with user generated content platforms Learning Project Management Knowing that every project needs to be managed Planning and scheduling Using collaboration tools Chapter 6 Getting Into Game Mechanics Understanding Game Mechanics Defining core mechanics Supporting mechanics Defining rules Defining interactions Creating feedback systems Structuring progression systems Digging Into How Mechanics Impact Gameplay and Fun Putting player experience first Getting a feel for game feel Understanding game balance Exploring Examples of Game Mechanics Case study #1: Ooblets Case study #2: Inscryption Case study #3: Thronefall Chapter 7 Understanding Game Systems Core Elements of Game Systems Defining the foundation of game systems Making games work with rules and systems Using system design principles Progression Systems Structuring leveling systems Creating reward structures Examples of progression systems Social Systems Creating dynamics between players Building player communities Examples of social systems Economy Systems Building virtual economies Balancing supply and demand Examples of economy systems Balancing and Iteration of Game Systems Testing game systems Updating game systems post-launch Chapter 8 Incorporating Story in Games Telling a Story Writing story conceit Developing characters Initial creation Names Archetypes Creating narrative structure Designing Worlds Worldbuilding techniques Creating immersive worlds A top-down view of your world A golden path The layout of the world’s map Being consistent in world design Chapter 9 Developing an Art Style in Games Defining Art Style Identifying the elements of art style Understanding how art style evokes a game’s mood Figuring out your art style Creating consistency in your artwork Adapting art style to gameplay and narrative Telling a story through visuals Choosing Tools and Software for Art Style Development Exploring Elements of Art Style Visual elements Color theory Shape language Texture and material Animation style Audio style Considering Scope When Choosing an Art Style Budgeting for art style Collaborating with artists and designers Managing art production timelines Addressing technical constraints and optimization Ethical and Cultural Considerations Representation in art style Ethical challenges Chapter 10 Creating an Engaging User Experience Defining User Experience in Games Importance of UX in game design Impact on players and retention Finding Out Who Will Play Your Game Gathering information through surveys Researching the market Creating personas Designing for Your Players Tailoring gameplay mechanics to your players Choosing features of the genre Designing effective tutorials Appealing to your players Designing Interfaces Learning interface design principles Tending to accessibility considerations Choosing tools and techniques for accessibility Designing responsive interfaces Designing for platforms and devices Looking at Examples of User Experience in Games Analyzing successful UX design How UX design impacts players and reviews Part 3 Balancing Your Game Chapter 11 What Game Balance Is Defining Game Balance Balancing game economy and systems Looking at examples of good and bad game balance Learning Design Guidelines for Game Balance Reviewing guidelines of fairness and equity Balancing skill and luck Considering ethical matters Digging into the Data in Games Using simulation and modeling tools Google Sheets/Microsoft Excel Machinations.io Home-grown tools Collecting data Analyzing data Chapter 12 Analyzing Feedback and Making Adjustments Knowing When to Start Playtesting Exploring Types of Playtesting Finding People to Playtest Questioning Playtesters Observing Playtesters Sorting through the Feedback Iterating on Your Game Analyzing trends in feedback There’s always room to improve Deciding when your game is complete Part 4 Designing Your Own Game Chapter 13 Building Your Game Concept Refining the Concept Getting inspiration Researching techniques Brainstorming techniques Crafting the perfect idea Validating your concept Setting the Scope Defining your strengths Keeping it simple Planning your project Determining the Goals Defining metrics Creating milestones and deadlines Documenting Your Game Documenting your designs Creating razor statements Defining design pillars Finding the Audience Doing your market research Identifying target demographics Reaching your players Chapter 14 Following a Step-by-Step Game Design Process Designing from Concept to Launch Planning Determining a few foundational elements Concepting Pre-production Prototyping in a spreadsheet Making decisions Production Testing and more testing Grinding to get things done Soft launch / launch Post-production Acquiring the Skills Needed to Launch Accepting the Final Release (Versus What You Envisioned) Iterating on Your Designs Improving through Player Feedback Chapter 15 Finishing Your Game Avoiding the Top Reasons Games Don’t Finish Making Decisions for Your Game Estimating for Learning Curves Keeping Your Game in Budget Designing a Routine: A Survival Guide Managing Your Time Staying Consistent Improving Your Productivity Part 5 Publishing and Marketing Your Game Chapter 16 Getting Your Game Noticed Marketing Games in This Market Is Hard Understanding Marketing and Its Importance Building a Marketing Plan Planning your marketing Budgeting time and money for marketing Looking at example marketing campaigns for games Optimizing for Discoverability Using tags and keywords App Store Optimization (ASO) Search engine optimization Preparing to Launch a Game Timing your launch Building a community Getting on social media Managing launch day Managing player feedback Giving Your Game Life after Launch Chapter 17 Publishing Your Game Deciding How to Publish a Game Learning self-publishing basics Getting someone to publish your game Publishing on Different Platforms Steam Itch.io Consoles Mobile app stores User generated content platforms Virtual reality platforms Augmented reality platforms Part 6 The Part of Tens Chapter 18 Ten Game Designers You Should Know Ah Young Joo Ian MacLarty Grace Bruxner Tim FitzRandolph Timothy Staton-Davis Anton Hand Austin Grossman V Buckenham Elaine Gómez John Bernhelm Chapter 19 Ten Free Resources for Game Designers GameDeveloper.com How to Market a Game Blog SteamDB Assets by Kenney Mixamo Game Accessibility Guidelines Global Game Jam (GGJ) Ludum Dare Game Maker’s Toolkit Game Developers Conference (GDC) Glossary Index EULA