Game Development Essentials

Game Development Essentials pdf epub mobi txt 电子书 下载 2026

出版者:Cengage Learning
作者:Marianne Krawczyk
出品人:
页数:288
译者:
出版时间:2006-3-23
价格:USD 109.95
装帧:Paperback
isbn号码:9781401878856
丛书系列:
图书标签:
  • 游戏设计
  • 游戏开发
  • game
  • 游戏研发
  • 设计
  • 英文版
  • 游戏行业
  • 大学后
  • 游戏开发
  • 游戏设计
  • Unity
  • C#
  • 游戏引擎
  • 编程
  • 计算机科学
  • 独立游戏
  • 游戏制作
  • 学习资源
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具体描述

Game Story & Character Development-the newest installment in Cengage Learning's acclaimed Game Development Essentials series-shows how to create compelling stories and characters specifically for games. The book examines the history of storytelling, traditional and game-specific story structure, and all aspects of character development, including physical, psychological, sociological, and verbal. Filled with commentary from game industry professionals-and featuring a companion CD containing game story documentation and demos-Game Story & Character Development is an essential guide for game designers, writers, students, and professionals.

作者简介

目录信息

Introduction xiii
About the Game Development Essentials Series xiv
About Game Story & Character Development xiv
Who Should Read This Book? xv
How is This Book Organized? xv
How to Use This Text xvi
key chapter questions xvi
tips xvi
sidebars xvi
quotes xvii
profiles xvii
case studies xvii
notes xvii
chapter review xviii
About the Companion CD xviii
About the Instructor¿s Guide xviii
About the Authors xix
Acknowledgements xx
Questions & Feedback xxii
Dedication xxiii
Part I: Story 1
Chapter 1The History of Story:how we¿ve evolved as storytellers 3
Key Chapter Questions 3
Cave Paintings 4
Oral Traditions 5
Fable 7
Myth 7
Legend 7
Urban Legend 8
Ah, the Theater! 9
The World of Text 11
Film: Back into the Cave 12
Television 14
Chapter Review 17
Chapter 2Game Genres:storytelling through style of play 19
Key Chapter Questions 19
Action 20
Platformers 21
Shooters 22
Racing 24
Fighting 25
Adventure 26
Action-Adventure 27
Puzzle 31
Role-Playing 32
Simulation & Sports 36
Turn-Based Strategy (TBS) 37
Strategy 38
Real-Time Strategy (RTS) 39
Chapter Review 41
Chapter 3Building Your Story:how to construct a story from concept to execution 43
Key Chapter Questions 43
Concept 44
Springboard 45
Setting 46
Context 47
Backstory 50
Premise 53
Synopsis or Treatment 54
Theme 57
Traditional Structures 58
Three-Act Story Structure 58
The Hero¿s Journey 60
Episodic 63
Devices for Execution 66
Inciting Incident 66
Foreshadowing 67
Conflict 68
Unity of Opposites 69
Goals 70
MacGuffin 71
Ticking Clock 71
Story versus Plot 72
Plot Points 73
Plot Twists 75
Climax 79
Deus Ex Machina 79
Chapter Review 81
Chapter 4Game Storytelling Devices:integrating game-specific elements into a story 83
Key Chapter Questions 83
Conveying Information 84
Cinematics 85
Cut-Scenes 86
Triggered Events 87
Player Control 89
Character Customization 90
Plot 91
Consequences 92
Engagement and Interactivity 92
Collaboration 92
Immersion 93
Repetition 93
Consistency 94
Flow 94
Non-Linearity 94
Emotional Content 96
Experiential Storytelling 96
Creating the Emotional Experience 101
Chapter Review 104
Part II: Character 105
Chapter 5Character Types:who are your characters? 107
Key Chapter Questions 107
Archetypes 108
Hero 108
Shadow 109
Mentor 109
Helpers 110
Guardian 110
Trickster 111
Herald 111
Contemporary Character Types 112
Protagonist 112
Antihero 113
Co-Protagonists 114
Antagonist 115
Ancillary Characters 116
Pivotal Character 117
Sidekicks 117
Lackey 118
Allies 118
Henchmen 119
Mole 119
Game-Specific Characters 119
Player Characters (PCs) 120
Avatar 120
Non-Player Characters (NPCs) 121
Chapter Review 125
Chapter 6Character Development:building compelling characters 127
Key Chapter Questions 127
Creating a Character Backstory 128
Character Physiology 128
Character Sociology 130
Character Psychology 132
Discovering Character 134
Internal Conflict 134
Finding the Conflict: Free Writing 135
Turning Up the Heat 136
Compassion 138
Ancillary Characters 139
Consistency 139
Character Growth 140
Character Arc 140
Relationships 144
Dyad 144
Triangle 144
Point of View 145
First-Person 145
Third-Person 146
Visual Character Development 147
Back to the Drawing Board 147
Character Movement 149
Style 149
Chapter Review 151
Chapter 7Verbal Character Development:effective use of narration, monologue & dialogue 153
Key Chapter Questions 153
Narration 154
First-Person 154
Third-Person 155
Monologue 156
Dialogue 157
Purposes of Dialogue 159
Non-Verbal Dialogue 168
In-Game Dialogue 168
Writing Great Dialogue 172
Chapter Review 177
Part III: Gameplay 179
Chapter 8Gameplay and Story:incorporating challenges and strategies into a game story 181
Key Chapter Questions 181
Conflict in Gameplay 182
Balance 185
Game Balance 187
Dynamic Balance 191
Building Tension 192
Rules 196
Gameplay Elements 197
Game Theory 203
Zero Sum vs. Non-Zero Sum 203
Prisoner¿s Dilemma 204
Tragedy of the Commons 205
Level Structure 207
Space 207
Flow 208
Time 209
Choice 210
Goal 211
Relationship 211
Progression 213
Chapter Review 215
Chapter 9Putting Your Plan into Action:implementing a successful storyplay 217
Key Chapter Questions 217
Your Game Plan 218
What is the Theme? 218
What is Your Story? 218
What is Your Genre? 219
What is Your Environment? 219
What is Your Setting? 219
What Character Types Do You Need? 220
How to Tell It 221
Goals 221
Game Documentation 222
Hamlet: Prince of Denmark 223
Caesar¿s Quest 230
Movies and Games 236
Where Does the Writer Fit in? 239
Chapter Review 243
Resources 244
News 244
Directories & Communities 245
Organizations 245
Events 246
Books & Articles 246
Index 252
· · · · · · (收起)

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坦白说,我之前尝试过好几本号称“入门必读”的游戏开发书籍,结果往往是打开了第一章,就被迫转而去搜索那些书中提及的第三方库的最新文档,导致学习路径被不断打断。这本书则巧妙地避开了这个问题。它在介绍技术栈时,采取了“先谈需求,后引工具”的逻辑,而不是直接扎入某个框架的API细节中。它提供的是“为什么”要用某种技术,而不是仅仅告诉你“如何”使用它。例如,它在讨论物理引擎集成时,不是直接贴出Unity或Unreal的特定函数调用,而是先解释了刚体动力学的基本原理及其在游戏中的应用场景,这使得即便未来我更换开发平台,这些核心知识依然适用。这种关注底层原理和设计哲学的取向,让这本书的知识保质期非常长,是真正能沉淀为个人能力的投资。

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这本书真是让人眼前一亮,它不像市面上那些动辄上千页、充斥着晦涩难懂的专业术语的编程手册那样令人望而生畏。相反,它以一种极其平易近人的方式,将游戏开发的复杂流程分解成了一个个清晰、易于理解的模块。我尤其欣赏作者在讲述核心概念时所采用的类比和实例,比如用搭积木来解释组件化设计的重要性,这对于初学者来说简直是福音。它没有强迫你立刻掌握所有复杂的底层技术,而是更侧重于构建一个完整的游戏开发思维框架。读完前几章,我感觉自己对“如何将一个想法落地成一个可玩原型”这件事的理解都有了质的飞跃。书中对用户体验(UX)在早期设计阶段的融入这一点也描绘得非常到位,而不是像某些技术书籍那样,只顾着讲代码实现,却忽略了最终产品的可玩性和趣味性。如果你是那种被厚厚的官方文档压得喘不过气来,渴望一本能真正带你“上手”的指南,那么这本书绝对是值得你投入时间的。它真正做到了“精要”二字,没有废话,直击核心。

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这本书最让我感到惊喜的是它对“跨学科合作”的重视程度。在许多同类书籍中,内容往往局限在技术实现层面,但这本书却花了不少篇幅来探讨程序员、美术师、设计师之间如何有效沟通,以及如何在这种协作中保持愿景的一致性。它提出了一个非常实用的“沟通词汇表”概念,旨在减少团队内部因术语理解偏差而导致的返工。对于未来希望加入中小型团队,或者自己就是多面手的开发者来说,这种软技能的指导价值甚至可能超过技术本身。它让我意识到,游戏开发远不止于敲代码,它更像是一门关于项目管理、人际沟通和艺术表达的综合学科。这种宏观视角的构建,让我对未来进入这个行业后的职业发展路径有了更清晰的规划。

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这本书的叙事节奏把握得极好,读起来就像是在听一位经验丰富的行业前辈在耳边娓娓道来他的血泪教训和宝贵经验,而不是冰冷的教科书陈述。我特别喜欢其中关于“迭代与失败的价值”的那一部分,作者没有粉饰太平,坦诚地分享了许多项目在早期原型阶段遇到的瓶颈和错误决策,这对于我们这些正在起步的独立开发者来说,无疑是最好的心理建设。它教会我的不是如何写出“完美”的代码,而是如何在资源有限的情况下,迅速试错并找到那个“足够好”的解决方案。此外,书中对不同类型游戏(比如平台跳跃、模拟经营)在核心循环设计上的差异分析,也提供了非常深刻的洞察。它让你明白,没有一招鲜吃遍天的万能公式,关键在于理解目标游戏的本质需求。这种注重“方法论”多于“特定工具使用”的写法,使得这本书的生命力超越了任何特定引擎的版本更新,具有长期的参考价值。

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从排版和视觉呈现上来说,这本书的处理也相当成熟,这一点常常被忽视,但对于提升阅读体验至关重要。它使用了大量的图表和流程图来辅助解释那些抽象的架构概念,而不是简单地堆砌文字段落。我记得在解释“状态机”设计模式时,书中那张层次分明的流程图,比我之前在网上看的十篇技术博客加起来还要清晰易懂。配色和字体选择也很克制,保持了专业性,同时不会造成视觉疲劳,即便是连续阅读几个小时,眼睛也不会感到酸涩。这表明出版方在内容之外,也投入了大量的精力来确保读者能够舒适、高效地吸收知识。对于那些追求效率和沉浸式学习体验的读者来说,这种对细节的关注度,无疑是加分项。它不仅仅是一本“工具书”,更像是一份精心制作的阅读材料。

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LIB QA76.76.C672 K73 2006

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LIB QA76.76.C672 K73 2006

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LIB QA76.76.C672 K73 2006

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LIB QA76.76.C672 K73 2006

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LIB QA76.76.C672 K73 2006

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