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【当当畅销图书】游戏设计梦工厂/(美)Tracy Fullerton(特雷西

  • 是否是套装:否
  • 定价:119.00元
  • 出版社名称:电子工业出版社
  • 作者:特雷西·富勒顿

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基本信息

书名:游戏设计梦工厂

定价:119.(咨询特价)

作者:(美)Tracy Fullerton(特雷西·富勒顿) 著,潘妮 陈潮 宋雅文 刘思嘉 秦彬 译

出版社:电子工业出版社

出版日期:2016年04月

ISBN(咨询特价)

字数:

页码:

版次:1

装帧:平装

开本:16开

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编辑推荐


√ 你可以通过《游戏设计梦工厂》这本书中的练习来学习游戏设计,既不需要懂编程,也不需要美术的造诣。√ Tracy Fullerton通过对游戏设计中的正规、戏剧和动态系统清晰易懂的分析,揭开了游戏创造过程的神秘面纱。通过经典游戏的案例、游戏设计技巧的图解以及精心挑选的练习,这本书给予你创造引人入胜的游戏所需要的一切技巧和工具。√ 《游戏设计梦工厂》让你去制作原型、测试游戏,并通过久经考验的方法和工具来改进你自己的游戏。这些技巧会给你的职业生涯打好基础,无论你的方向是游戏设计、制作、编程或是视觉设计。 

内容提要


游戏设计梦工厂》是南加州大学游戏设计系主任的经典著作。作为一本将现代游戏工业与先进教学体系完美融合的书籍,通过本书你将学会驱动式练习,不需要编程或艺术专业知识就可以按部就班地完成真实游戏的设计。本书内容全面、受众较广,既清晰而系统地介绍了实用的游戏设计创作过程,又细致讲解了工作原型、游戏测试,以及修改游戏设计时屡试不爽的方法和工具,为你提供了提升游戏设计技艺、壮大游戏事业的各方面基础。作者简介Tracy Fullerton是一位饱受赞誉的游戏设计师和教育者,她的从业经验超过十五年。她在近期赢得了IndieCade 2013的Trailblazer奖,这是对她在独立游戏社区中的突出贡献的嘉奖。Tracy是南加州大学电影学院互动媒体及游戏系的主任和教授,这个专业在普林斯顿的北美游戏设计专业排行榜上高居第一。目录第 1 章 游戏设计师的角色 ························································································3和玩家站在同一阵营··································································································3热情和技巧··············································································································6以玩法为核心的设计流程···························································································12你应该知道的设计师 ·······························································································14迭代设计过程 ········································································································18为革新而设计··········································································································24总结······················································································································24设计师视角:CHRISTINA NORMAN ···········································································25设计师视角:WARREN SPECTOR ············································································28扩展阅读···············································································································30章末笔记···············································································································30第 2 章 游戏的结构·································································································31《钓鱼》和《雷神之锤》···························································································31让玩家投入·············································································································39什么是谜题? ········································································································40这部分的总结··········································································································47定义游戏················································································································48超越定义················································································································49总结······················································································································51设计师视角:Jane McGonigal ···················································································52设计师视角:Randy Smith ·······················································································55扩展阅读················································································································57章末笔记················································································································57第 3 章 使用正规素······························································································58玩家······················································································································58有说服力的游戏 ·····································································································66目标··································&m

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