作者:Steve Swink
出版日期:October 17, 2008
出版社:其它
页数:360
ISBN:ISBN-10: 0123743281 ISBN-13: 978-0123743282
文件格式:PDF
Book Description
“Feel” is the essence of human-computer interaction. It is the singlemost important (yet often overlooked) element in games that makes thegame art form unique. No other traditional art form like film,literature, music encompasses interactivity, as games do. This bookbring “feel” to the forefront and gives it a proper voice.
Product Description
“Game Feel” exposes “feel” as a hidden language in game design that noone has fully articulated yet. The language could be compared to thebuilding blocks of music (time signatures, chord progressions, verse) –no matter the instruments, style or time period – these building blockscome into play. Feel and sensation are similar building blocks wheregame design is concerned. They create the meta-sensation of involvementwith a game.
The understanding of how game designers create feel, and affect feelare only partially understood by most in the field and tends to beoverlooked as a method or course of study, yet a game’s feel is centralto a game’s success. This book brings the subject of feel to light byconsolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators,the importance of metaphor, how people perceive things, and a briefhistory of feel in games.
The associated web site contains a playset with ready-made tools todesign feel in games, six key components to creating virtual sensation.There’s a play palette too, so the desiger can first experience theimportance of that component by altering variables and feeling theresults. The playset allows the reader to experience each of thesensations described in the book, and then allows them to apply them totheir own projects. Creating game feel without having to program,essentially. The final version of the playset will have enoughflexibility that the reader will be able to use it as a companion tothe exercises in the book, working through each one to create the feeldescribed.
–Swink demystifies this crucial, fundamental, and unexplored aspect of game design with case studies, fully interactive examples
–Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle.
–What draws players in? Makes them addicted to game play? Feel is thekey element that is so central to game design. Finally a book thatcovers the topic in an in-depth, practical way, with interactiveexercises.
–Website: Fully playable interactive playset with ready-made tools forgame and feel design, six key components to creating virtual sensation,and a play palette – so that designers can first experience thesensations before applying to own projects.