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游戏设计方面的资料汇总

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目录1楼 书籍推荐2楼 游戏设计方面的文章汇总3楼 TIGSource上对游戏设计的相关讨论4楼 游戏设计的那些规则:哪些是可以做的,而哪些不可以5楼 游戏平台设计6楼 AI设计7楼 游戏难度8楼 游戏设计文档9楼 游戏平衡的概念10楼 如何设计易于上手的游戏11楼 如何设计一款受欢迎的游戏12楼 游戏原型制作
书籍推荐
TIGFroums上网友的跟帖推荐(TIGSource)
Must Read Game Development Books (Gamedev.Stackechange)
Good Game Design Books (Gamedev.Stackechange)
日本地区有什么关于游戏设计和游戏文化的书籍(知乎问答)
强烈推荐《Level Up!: The Guide to Great Video Game Design》这本书,可以到亚马逊购买,当然万能的度娘也有免费的。
《The Art of Game Design: A Book of Lenses》以及《Game Feel: A Game Designer’s Guide to Virtual Sensation》也是不错的。
一些免费的书:
通关!游戏设计之道 [(美)罗杰斯著]
The_Art_of_Game_Design
Playing To Win (Sirlin / HTML)
List Of Freely Available Programming Books (Stackoverflow)
The Art Of Computer Game Design (Chris Crawford / PDF from 1984)
Gamer Theory 2.0 (McKenzie Wark / HTML)
Ludoliteracy: Defining, Understanding, and Supporting Games Education
Beyond Fun: Serious Games and Media
Well Played 1.0: Video Games, Value and Meaning
Well Played 2.0: Video Games, Value and Meaning
Toward a Ludic Architecture: The Space of Play and Games


1楼2016-05-08 14:11回复
    游戏设计方面的文章汇总
    《Gameplay Mechanics游戏玩法机制》 (天之虹译)
    Scroll Back - 2D 捲軸遊戲的攝影機理論與實務 (IGDSHARE)
    分析游戏奖励的需求层次及其用法 (游戏邦)
    Game Length And Value (Wolfire)
    Size Doesn’t Matter (Positech Games)
    The Mythical 40-Hour Gamer (Wired)
    Visual Clarity In Character Design – Part I
    Visual Clarity In Character Design – Part II
    Character Design: Clone And Customize (How To Not Suck At Game Design)
    Character Design: Left 4 Dead 2 (How To Not Suck At Game Design)
    Create Brief Visual Descriptions Of Characters (TIGSource Forums)
    VGMaps (huge amount of screenshots of entire levels from hundreds of games. Note: Site is filled with Poker ads)
    Level Design Primer: Notes on Playtesting
    Level Design Primer: Starting A New Level
    Level Design Primer: Keep It Wide
    Level Design Primer: The Sawtooth
    Level Design Primer: S-Curve Variations
    Intro to Pathfinding (Flash Game Dojo)
    Procedural Content Generation
    Good Level Design… With Kayin
    On Level Design: A Macro Map design and some Ecology!
    The History And Theory Of Sandbox (Gamasutra)
    Open World Issues Part 1: The Rockstar Model
    Open World Issues Part 2: The Bethesda Model
    Open World Issues Part 3: Trust And The Player-driven Narrative
    Open World Design
    Making A World Seem Open And Alive (TIGSource Forums)
    Game Design Essentials: 20 Open World Games (Gamasutra)
    No Twinkie Database – Even Great Games Can Include Design Errors (Designer’s Notebook)
    Principles of Virtual Sensation (Steve Swink)
    Game Design FAQ (Huge Resource by Tom Sloper)
    Gameplay Deconstruction: Elements and Layers (Game Career Guide)
    The 13 Basic Principles of Gameplay Design (Gamasutra)
    The Chemistry Of Game Design (Gamasutra)
    Evaluating Game Mechanics For Depth (Gamasutra)
    Anatomy Of A Game Mechanic (Gamasutra)
    Finishing A Game (Make games)
    Designing Games That Don’t Suck (Gamasutra)
    The Fundamentals Of Game Design (Raph Koster)
    Less Talk More Rock (Boing Boing)
    Indie Gains (Adam “Atomic” Saltsman)
    Minimsed Game Design For Indies (DevMag)
    What Is Game Design? (The Book Of Hook)
    Game Design (The Book Of Hook)
    “Design of Everyday Things” Applied to Game Design (The Book Of Hook)
    Game Design Essentials: 20 Real-World Games (Gamasutra)
    Six Ways To Tell Stories In Video Games (Untold Entertainment)
    5 Types Of Things To Keep Around For Game Designers.
    XBLA Games And The Importance Of Good Game Design
    Big And Scary: The Science Of Size In Video Games
    Game And Swatch: Color Theory For Game Designers – Part 1
    Game And Swatch: Color Theory For Game Designers – Part 2
    Regarding The Gameplay-Vs-Story Bullshit
    From Conversattion To Satisfaction
    Almanac Of Awesomeness: Ninja Part 1
    Top Down Hyrule Over The Ages
    To Kill Or Not To Kill – Part 1
    To Kill Or Not To Kill – Part 2
    Points Of Reference
    Become A Genre Scavenger (Black Golem)
    Celebrating Frontiers In Game Design – Create New Genre Of Game? (Lostgarden)
    Basic Principles Of Game Optimisation (Cliffski / Positech Games)
    The Art Of Game Polish: Developers Speak (Gamasutra)
    Video Game User Interface Design: Diegesis Theory (DevMag)
    Learn Game Design
    Game Dev Radio
    How To Make Interesting Games By Accident (Wolfire)
    Why Left 4 Dead Works (Gamasutra)
    Game Design Essentials 20 RPGs (Gamasutra)
    Unabusive Design And Why You Wouldn’t Want To Be Mean To Your Players (Wolfire)
    Testosterone And Competitive Play
    Tutorials: Learning To Play (Gamasutra)
    Tetris is Not The Answer Because You Got The Question Wrong (Octopus Journal)
    Boss Battle Design And Structure (Gamasutra)
    Stealth In Videogames And Why It’s So Fun (Wolfire)
    Game Dynamics And Loops In Game Design (What Games Are)
    Functions Vs Loops Finding Fun (What Games Are)
    Extensible Actions (What Games Are)
    Theme Is Not Meaning – Part I (Designer Notes)
    Theme Is Not Meaning – Part II (Designer Notes)
    Asynchronity (Designer Notes)
    Closing the Loop: Fostering Communication In Single Player Games (Gamasutra)
    Lifting The Designer’s Curse (Gamasutra)
    The Designer’s Notebook: Don’t March, Dance! (Gamasutra)


    2楼2016-05-08 14:12
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      TIGSource上对游戏设计的相关讨论
      How To Design Games?
      Games That Made You Laugh
      Most Unique Games You Know
      Making A “Classic” Game?
      In A Perfect World, Every Game Would…


      3楼2016-05-08 14:12
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        游戏设计的那些规则:哪些是可以做的,而哪些不可以
        Rules For Games: Do & Don’t #1 (Rock, Paper, Shotgun)
        Rules For Games: Do & Don’t #2 (Rock, Paper, Shotgun)
        Rules For Games: Do & Don’t #3 (Rock, Paper, Shotgun)
        Indie Game Design Do-s and Don’t-s: A Manifesto (Edmund McMillen / Gamasutra)
        Indie Game Design Do-s and Don’t-s: A Manifesto (Edmund McMillen / Indie Games Blog)
        Sid’s Rules (Designer Notes)
        Seven Deadly Sins for Strategy Games (Designer Notes)


        4楼2016-05-08 14:13
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          游戏平台设计
          The guide to implementing 2D platformers (comprehensive article about platformers / Rodrigo Monteiro)
          Platforming Camera (article with a video that shows the camera logic of Super Mario World / Kyle Pulver)
          Smart Platformer Camera Movement (article with animated gifs about platformer camera mechanics / Yuan Works)
          Sequelitis : Mega Man Classic vs. Mega Man X (game design stuff explained with Mega Man as the example / Egoraptor) [VIDEO]
          Petri and Martin Explore Platformer Physics [VIDEO]
          The Full Spelunky On Spelunky (Derek Yu)
          Making Platforming Games (Subtractive Design)
          Guide to Making Metroidvania Style Games – Part 1 (Subtractive Design)
          Guide to Making Metroidvania Style Games – Part 2 (Subtractive Design)
          Platforming Games 101: Running, Jumping & More (Racketboy)
          Why The Platformer Still Matters (GameInformer)
          A Detailed Cross-Examination of Yesterday and Today’s Best-Selling Platform Games(Gamasutra)
          2D Platformers: A Discussion On The Deconstruction Of A Genre (reddit gamedev)
          Platformer Level Design In 11 Points (Pixeltao)
          Super Mario World Camera Analysis [VIDEO]
          2D Platformer Design Studies (TIGSource Forums)
          Pressure Techniques in Platformer Level Design (Noble Kale)
          Super Mario Bros. Level Design Lesson: to the right, hold on tight (Auntie Pixelante)
          Sketching Platformer Mechanics In Flash (How To Not Suck At Game Design)
          Difficulty In Platformers (Team Meat)
          2D vs 3D (Designer Notes)
          Game Design Essentials: 20 Difficult Games (Gamasutra)
          Super Mario Bros 101: What SMB Can Teach You (8bithorse)
          11 Tips For Making A Fun Platformer (DevMag)
          What Made Those Old 2D Platformers So Great? (Significant Bits)
          Super Mario Bros. 3 Level Design Lessons – Part 1 (Significant Bits)
          Super Mario Bros. 3 Level Design Lessons – Part 2 (Significant Bits)
          The Greatest Collectible Of All Time (Significant Bits)


          5楼2016-05-08 14:14
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            游戏难度
            Risk / Reward (Team Meat)
            Reward Systems, An Excerpt From Level Design: Concept, Theory, and Practice(Gamasutra)
            Difficulty In Platformers (Team Meat)
            The Difficulty Of Difficulty (DevMag)
            Game Difficulty & Consumer Expectations (Game Tycoon)
            How Complex (Positech Games)
            Challenging Design (Designer Notes)
            Our Cheatin’ Hearts (Designer Notes)
            Action Adventure Level Design, Part 1 (Gamasutra)
            Action Adventure Level Design: Kung Fu Zombie Killer (Gamasutra)
            Action Adventure Level Design: Pacing, Content, and Mood (Gamasutra)


            6楼2016-05-08 14:15
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              游戏设计文档
              Gamestorm (user submitted doodles and sketches of games!)
              Game Design Documents Tutorial (Studio Eres)
              The Design Document (TIGSource Forums)
              Creating A Great Deisgn Document (Gamasutra)
              Game Design 101 (Sloperama)
              A Practical Guide to Game Writing (McDevitt / Gamasutra)
              The Game Design Process (GameDev.net)
              Game Design Cheat Sheet (TIGSource Forums)
              Moncao Original Design Documents
              Three Hundred Gameplay Mechanics (Squidi)
              Achievement Design 101 (Gamasutra)
              Achievements Considered Harmful (Chris Hecker)


              7楼2016-05-08 14:15
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                游戏平衡的概念
                Level 1: Intro to Game Balance
                Level 2: Numeric Relationships
                Level 3: Transitive Mechanics and Cost Curves
                Level 4: Probability and Randomness
                Level 5: Probability and Randomness Gone Horribly Wrong
                Level 6: Situational Balance
                Level 7: Advancement, Progression and Pacing
                Level 8: Metrics and Statistics
                Level 9: Intransitive Mechanics
                Level 10: Final Boss


                8楼2016-05-08 14:15
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                  如何设计易于上手的游戏
                  Game Accessibility Top Ten (IGDA Game Access SIG)
                  Why is Accessibility Important? (IGDA Game Access SIG)
                  How to Provide Accessibility in Games (IGDA Game Access SIG)
                  Physical Barriers In Video Games (One Switch)
                  Resetting Accessibility In Games (Gamasutra)


                  9楼2016-05-08 14:16
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                    如何设计一款受欢迎的游戏
                    5 Minutes Worth Of Observations About AAA Indie Games (Chris Hecker)
                    How Some Games Are Getting Popular? (TIGSource Forums)
                    A Brief Explanation Of Why Minecraft Matters (Crunch Gear)
                    What Indie Developers Can Learn From Minecraft (Mode 7 Games @Indie DB)
                    Why Minecraft Is So Damn Popular (Kotaku)
                    Minecraft And The Question Of Luck (Gamasutra)
                    Minecraft Illustrates the Two Keys to a Sandbox Game (The Game Prodigy)
                    How To Make A Roguelike Popular (TIGSource Forums)


                    10楼2016-05-08 14:16
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                      游戏原型制作
                      Quick and Dirty Prototyping: A Success Story (Gamasutra)
                      Why Prototyping is so important in game development (Jochen Heinzmann / Intermediaware)
                      Prototypes – Get Them Right (IndieVision)
                      How To Prototype A Game In Under 7 Days (Gamasutra)
                      Save Time And Money: Asset Prototyping (Black Golem)


                      11楼2016-05-08 14:16
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