Atnaujinkite slapukų nuostatas

El. knyga: Game Design Deep Dive: Horror

  • Formatas: 144 pages
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 07-Oct-2021
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9781000451016
Kitos knygos pagal šią temą:
  • Formatas: 144 pages
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 07-Oct-2021
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9781000451016
Kitos knygos pagal šią temą:

DRM apribojimai

  • Kopijuoti:

    neleidžiama

  • Spausdinti:

    neleidžiama

  • El. knygos naudojimas:

    Skaitmeninių teisių valdymas (DRM)
    Leidykla pateikė šią knygą šifruota forma, o tai reiškia, kad norint ją atrakinti ir perskaityti reikia įdiegti nemokamą programinę įrangą. Norint skaityti šią el. knygą, turite susikurti Adobe ID . Daugiau informacijos  čia. El. knygą galima atsisiųsti į 6 įrenginius (vienas vartotojas su tuo pačiu Adobe ID).

    Reikalinga programinė įranga
    Norint skaityti šią el. knygą mobiliajame įrenginyje (telefone ar planšetiniame kompiuteryje), turite įdiegti šią nemokamą programėlę: PocketBook Reader (iOS / Android)

    Norint skaityti šią el. knygą asmeniniame arba „Mac“ kompiuteryje, Jums reikalinga  Adobe Digital Editions “ (tai nemokama programa, specialiai sukurta el. knygoms. Tai nėra tas pats, kas „Adobe Reader“, kurią tikriausiai jau turite savo kompiuteryje.)

    Negalite skaityti šios el. knygos naudodami „Amazon Kindle“.

The Game Design Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, psychological horror, and more. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Deep Design series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience.

Key Features

  • A perfect read for anyone interested in the horror genre, who wants to understand game design, or simply curious from a historical standpoint.
  • Includes real game examples to highlight the discussed topics and mechanics.
  • Explores the philosophy and aspects of horror that can be applied to any medium.
    • This book is a perfect companion for someone building their first game or as part of a game design classroom.
  • Author Bio:

    Joshua Bycer

    is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study and is now working on the Game Design Deep Dive

    series.



    The Game Design Dive series examines a specific game system or mechanic over the course of the history of the industry. This text will examine the history and design of the horror genre and elements in video games.

    Preface vii
    Additional Books ix
    Acknowledgments xi
    Author xiii
    1 The Goal of Game Design Deep Dive: Horror
    1(2)
    2 The Pre-survival Horror Period
    3(4)
    2.1 The Monster Mashup
    3(4)
    3 The Rise of Survival Horror
    7(12)
    3.1 Sweet Home
    8(1)
    3.2 Alone in the Dark
    8(2)
    3.3 Resident Evil
    10(3)
    3.4 Silent Hill
    13(2)
    3.5 A Snapshot of Scares
    15(4)
    4 Basic Horror Design
    19(12)
    4.1 Defining the Horror Genre
    20(1)
    4.2 What Is Survival Horror
    20(2)
    4.3 Controls and Camera Design
    22(4)
    4.4 World Design
    26(2)
    4.5 Event Triggers
    28(3)
    5 The Philosophy behind Horror
    31(12)
    5.1 The Psychology of Fear
    32(1)
    5.2 Creating and Releasing Tension
    33(2)
    5.3 The Use of Jump Scares
    35(1)
    5.4 Telling Scary Stories
    36(3)
    5.5 Gruesome Graphics
    39(2)
    5.6 The One Chance of Horror
    41(2)
    6 Creating Scary Gameplay
    43(18)
    6.1 Fighting the Power Fantasy
    44(3)
    6.2 Resource Management
    47(3)
    6.3 Enemy Design
    50(4)
    6.4 Stealth Design
    54(4)
    6.5 Puzzle Design
    58(3)
    7 The "Death" of Horror
    61(16)
    7.1 The Reinvention of Resident Evil
    62(3)
    7.2 Dead Space
    65(2)
    7.3 Action Horror Design
    67(1)
    7.4 A Snapshot of Action-Horror Games
    68(5)
    7.5 How Did Horror Die
    73(4)
    8 The New Horror
    77(16)
    8.1 Stealth Horror
    78(1)
    8.2 The Five Nights at Freddy's Phenomenon
    79(3)
    8.3 The Variety of Indie Terror
    82(6)
    8.4 Microhorror
    88(2)
    8.5 The Revival of Resident Evil
    90(3)
    9 Complex Horror
    93(22)
    9.1 Multiplayer Horror
    94(3)
    9.2 Open-World Horror
    97(3)
    9.3 Alpha Antagonist
    100(4)
    9.4 Pacing and Progression
    104(3)
    9.5 Horror in Non-Horror Design
    107(3)
    9.6 Avoiding Frustration
    110(5)
    10 The Future of Horror
    115(6)
    10.1 Is There a Market for Horror?
    116(1)
    10.2 Procedurally Generated Horror
    117(2)
    10.3 Summary
    119(2)
    Glossary 121(4)
    Index 125
    Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.