Луцай очень наглядно показывает несколько базовых принципов геймдизайна.
https://youtu.be/rzA2-iekgCY
https://youtu.be/rzA2-iekgCY
YouTube
Геймдизайн: основы игры для чайников
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Я не раз обсуждал дизайн игр, но редко касался самых основ. Что вообще…
https://www.patreon.com/lvcai
https://boosty.to/lvcai
Моё творчество можно поддержать донатом: http://www.donationalerts.ru/r/lvcai
Я не раз обсуждал дизайн игр, но редко касался самых основ. Что вообще…
Принципы успеха мидкорных игр в трех частях.
1 часть:
https://habr.com/ru/post/363375/
2 часть:
https://habr.com/ru/post/363599/
3 часть:
https://habr.com/ru/post/363967/
1 часть:
https://habr.com/ru/post/363375/
2 часть:
https://habr.com/ru/post/363599/
3 часть:
https://habr.com/ru/post/363967/
Отличный перевод отличной статьи про матчмейкинг. Если вдруг не знали — это логика подбора соперников в онлайн играх.
https://bit.ly/2YnIKt6
https://bit.ly/2YnIKt6
Аус Хестов
Алгоритм подбора игроков в “Awesomenauts”
Подбор игроков — это сложная тема со множеством подводных камней, но в основе лежит один-единственный вопрос: кто должен играть с кем? Через несколько лет после выпуска “Awesomenauts” мы полностью …
Дизайнеры, работавшие над Dishonored и Assassin's Creed рассказывают о тонкостях левел-дизайна в стелс играх:
https://gamasutra.com/view/news/361994/From_penandpaper_to_blockouts_How_level_designers_craft_iconic_stealthy_encounters.php
https://gamasutra.com/view/news/361994/From_penandpaper_to_blockouts_How_level_designers_craft_iconic_stealthy_encounters.php
GAMASUTRA
From pen-and-paper to blockouts: How level designers craft iconic stealthy encounters
Whether it’s creeping up behind a guard ready to deliver that decisive blow or memorizing patrol patterns to slip by unnoticed, level designers have a huge part to play in establishing the moment-to-moment experiences of our favorite stealth games. It’s their…
Левел-дизайнер из Naughty Dog рассказывает о наиболее эффективных приемах для того, чтобы игрок поверил в происходящее в игре.
По его мнению, чувство правдоподобности складывается из трёх основных составляющих: погружения, желаний игрока и «разрывов ожиданий».
youtube.com/watch?v=x1TnXzMWK_4
По его мнению, чувство правдоподобности складывается из трёх основных составляющих: погружения, желаний игрока и «разрывов ожиданий».
youtube.com/watch?v=x1TnXzMWK_4
YouTube
Achieving Vicarity - Creating Livable Fiction - Extra Credits
Guest writer Evan Hill (a level designer from Naughty Dog) talks about creating surprises--expectation gaps--in your game, and why adhering to a "lifelike" experience isn't the same as preserving the player's sense of immersion.
Subscribe to Extra Credits…
Subscribe to Extra Credits…
Споры о том, как грамотно показать игроку новую механику не прекращаются уже тысячи лет. Почитайте ещё один материал на эту тему, где очень хорошо структурированы все основные моменты — с разбором ошибок и примерами.
https://80.lv/articles/game-design-introducing-mechanics/
https://80.lv/articles/game-design-introducing-mechanics/
80LV
Game Design: Introducing Mechanics
Max Pears comes back with another portion of tips and tricks for game designers.
Рассуждения о выборе в играх.
youtu.be/qz6-_PxsU5w
youtu.be/qz6-_PxsU5w
YouTube
Is Choice In Gaming A Bad Thing?
What are the downsides of giving the player choice, in this video essay I try to find out.
Please Like and Subscribe for more video essays :)
Alex Meyers: https://www.youtube.com/channel/UCY6Ij8zOds0WJEeqCLOnqOQ
Support me on Patreon: https://www.patr…
Please Like and Subscribe for more video essays :)
Alex Meyers: https://www.youtube.com/channel/UCY6Ij8zOds0WJEeqCLOnqOQ
Support me on Patreon: https://www.patr…
Cогласен с тем, что геймдизайнер также должен думать и о маркетинге. Для многих неочевидно, что маркетинг — это не только реклама конечного продукта, а целый ряд мер, которые необходимо принимать по ходу всей разработки. Необходимо, потому что все мы хотим, чтобы наши труды были замечены людьми.
https://www.pcgamer.com/opinion-for-indie-devs-game-design-and-marketing-are-the-same-thing/
https://www.pcgamer.com/opinion-for-indie-devs-game-design-and-marketing-are-the-same-thing/
PC Gamer
Opinion: For indie devs, game design and marketing are the same thing
This post was originally written on the Ooblets Patreon as advice for indie devs, and was reprinted here with permission from author Ben Wasser. Wasser is working on the design and marketing of farming/life/silly dancing sim Ooblets with Rebecca Cordingley.
Это видео не столько про то, что сложно делать двери в играх. Скорее про сложность разработки в целом, на примере такой привычной детали нашей повседневности.
https://youtu.be/AYEWsLdLmcc
https://youtu.be/AYEWsLdLmcc
YouTube
Why video game doors are so hard to get right
Doors are hard because all of game development is hard.
Subscribe and turn on notifications (🔔) so you don't miss any videos: http://goo.gl/0bsAjO
Doors are so common in the real world that you probably don’t stop to think about how to operate them.
…
Subscribe and turn on notifications (🔔) so you don't miss any videos: http://goo.gl/0bsAjO
Doors are so common in the real world that you probably don’t stop to think about how to operate them.
…
Марк Браун про мотивацию игроков через награды:
https://www.youtube.com/watch?v=1ypOUn6rThM
https://www.youtube.com/watch?v=1ypOUn6rThM
YouTube
This Psychological Trick Makes Rewards Backfire
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire…
Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire…
Левел-дизайнеры делятся своими блокаутами в честь БЛОКТОБЕРА.
https://www.nextleveldesign.org/index.php?/forums/topic/608-blocktober-2021/
https://www.nextleveldesign.org/index.php?/forums/topic/608-blocktober-2021/
Next Level Design
Blocktober 2021
It's that time again! Share your Blockouts with the level and game design community. They can be current WIP's, blockouts done specifically for Blocktober, or older levels. How do you participate. Well it's incredibly simple. You just need to create a tweet…
Ценнейший доклад об ошибках при работе с камерой в играх.
youtube.com/watch?v=C7307qRmlMI
Вот сам список, но в видео автор все развернуто объясняет:
1: Using a dynamic camera when another approach would work.
2: Designing levels and camera behaviors that don't match.
3: Using global coordinates or quaternions to persist camera state.
4: Using a default camera distance that's likely to break line-of-sight.
5: Allowing obstacles to break line-of-sight from the side.
6: Pushing the camera away from an obstacle while the player is trying to swing the camera towards it.
7: Letting the player push the camera inside an obstacle.
8: Letting independent forces compete to push the camera.
9: Excessively moving the camera to prevent unimportant items from breaking line-of-sight.
10: Letting the camera intersect narrow columns.
11: Interpreting a hill as a wall to be avoided.
12: Swinging the camera sideways when occluders come from behind.
13: Letting the camera's near-clipping-plane intersect the avatar.
14: Using the same camera distance for all angles.
15: Using the same field-of-view for worm's eye angles and standard angles.
16: Shifting pitch, distance, and field-of-view independently.
17: Not cutting when the avatar passes through opaque objects.
18: Letting cuts remap directional controls.
19: Breaking the player's sense of direction.
20: Violating the 180 degree rule.
21: Focusing only on the avatar.
22: Relying on players to control the camera all the time.
23: Leaving the camera yaw alone while the player is running.
24: Making it hard to judge distances,
25: Looking straight ahead as the avatar approaches a cliff.
26. Keeping the camera level when the avatar is running on a slope.
27. Misusing the "Rule of thirds".
28. Using the same logic for ground and air motion.
29. Relying entirely on procedural camera behaviors.
30. Letting players make themselves lost and confused.
31. Rotating excessively to look at nearby targets.
32. Translating to look at distance targets.
33. Letting the avatar's own body occlude targets ahead.
34. Giving the player control over the camera, and then taking it away.
35. Immediately applying a camera hint after the player finished turning the camera to look at something.
36. Not letting experts explore.
37. Not providing inverted controls.
38. Responding to accidental controller input.
39. Using linear sensitivity.
40. Letting the camera pivot drift too far.
41. Using a too small field-of-view.
42. Rapidly shifting field-of-view.
43. Excessively shaking the camera.
44. Bouncing the camera with the avatar's walk cycle.
45. Translating or rotating up and down when the avatar jumps.
46. Rapidly transitioning to a new camera position.
47. Maintaining pitch speed until hitting the pitch limit.
48. Developing for the Oculus Rift as the primary camera method.
49. Testing with a narrow demographic.
50. Writing a general "constraint solver" that optimizes for the camera.
youtube.com/watch?v=C7307qRmlMI
Вот сам список, но в видео автор все развернуто объясняет:
1: Using a dynamic camera when another approach would work.
2: Designing levels and camera behaviors that don't match.
3: Using global coordinates or quaternions to persist camera state.
4: Using a default camera distance that's likely to break line-of-sight.
5: Allowing obstacles to break line-of-sight from the side.
6: Pushing the camera away from an obstacle while the player is trying to swing the camera towards it.
7: Letting the player push the camera inside an obstacle.
8: Letting independent forces compete to push the camera.
9: Excessively moving the camera to prevent unimportant items from breaking line-of-sight.
10: Letting the camera intersect narrow columns.
11: Interpreting a hill as a wall to be avoided.
12: Swinging the camera sideways when occluders come from behind.
13: Letting the camera's near-clipping-plane intersect the avatar.
14: Using the same camera distance for all angles.
15: Using the same field-of-view for worm's eye angles and standard angles.
16: Shifting pitch, distance, and field-of-view independently.
17: Not cutting when the avatar passes through opaque objects.
18: Letting cuts remap directional controls.
19: Breaking the player's sense of direction.
20: Violating the 180 degree rule.
21: Focusing only on the avatar.
22: Relying on players to control the camera all the time.
23: Leaving the camera yaw alone while the player is running.
24: Making it hard to judge distances,
25: Looking straight ahead as the avatar approaches a cliff.
26. Keeping the camera level when the avatar is running on a slope.
27. Misusing the "Rule of thirds".
28. Using the same logic for ground and air motion.
29. Relying entirely on procedural camera behaviors.
30. Letting players make themselves lost and confused.
31. Rotating excessively to look at nearby targets.
32. Translating to look at distance targets.
33. Letting the avatar's own body occlude targets ahead.
34. Giving the player control over the camera, and then taking it away.
35. Immediately applying a camera hint after the player finished turning the camera to look at something.
36. Not letting experts explore.
37. Not providing inverted controls.
38. Responding to accidental controller input.
39. Using linear sensitivity.
40. Letting the camera pivot drift too far.
41. Using a too small field-of-view.
42. Rapidly shifting field-of-view.
43. Excessively shaking the camera.
44. Bouncing the camera with the avatar's walk cycle.
45. Translating or rotating up and down when the avatar jumps.
46. Rapidly transitioning to a new camera position.
47. Maintaining pitch speed until hitting the pitch limit.
48. Developing for the Oculus Rift as the primary camera method.
49. Testing with a narrow demographic.
50. Writing a general "constraint solver" that optimizes for the camera.
YouTube
50 Game Camera Mistakes
In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them.…
Авторы ABZU и The Pathless — которая кстати станет одним из главных релизов в скором Apple Arcade — рассказали о своём подходе к созданию механики передвижения:
https://www.pcgamesn.com/the-pathless/making-it-in-unreal-the-pathless
https://www.pcgamesn.com/the-pathless/making-it-in-unreal-the-pathless
PCGamesN
Making it in Unreal: how Giant Squid has recreated Abzû’s fluid movement in The Pathless
Giant Squid has taken the weightlessness of the sea and launched players into the air with The Pathless
Чувак основательно погрузился в тему и выкатил большое видео про Поток в разрезе геймдизайна.
https://www.youtube.com/watch?v=IByUWWWvqUI
https://www.youtube.com/watch?v=IByUWWWvqUI
YouTube
Психология и геймдизайн | Состояние потока
Разрушаю мифы, критикую классические концепции, рассказываю про новую (собственную) модель потока. Для геймдизайнеров, психологов и всех, кому хочется получить повод узнать больше про состояние потока. Повод потому, что я настолько упрощал некоторые весьма…
Марк Браун рассказывает про мотивацию игроков через награды:
https://www.youtube.com/watch?v=1ypOUn6rThM
https://www.youtube.com/watch?v=1ypOUn6rThM
YouTube
This Psychological Trick Makes Rewards Backfire
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire…
Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire…
Forwarded from Кодзима Гений - канал про геймдизайн
Видео: огромный плейлист по левелдизайну
Не огромный, а огроменнейший список полезных и практичных видео, посвященных левелдизайну игр разных жанров:
https://youtube.com/playlist?list=PLIFuvZ1HZTNOwqrwDg2h_kBsxpE4P4B7R
#левелдизайн
Не огромный, а огроменнейший список полезных и практичных видео, посвященных левелдизайну игр разных жанров:
https://youtube.com/playlist?list=PLIFuvZ1HZTNOwqrwDg2h_kBsxpE4P4B7R
#левелдизайн