Zobrazeno 1 - 10
of 15
pro vyhledávání: '"Samantha Stahlke"'
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
Telling a good story is challenging, but good storytelling in games is especially difficult due to their interactive nature, where player action needs to become part of the narrative. This chapter discusses how game stories can be made more meaningfu
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::c0cfbc84c486314f7a2c0322c11fdc1c
https://doi.org/10.1093/oso/9780198845911.003.0006
https://doi.org/10.1093/oso/9780198845911.003.0006
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
As in so many other fields, the future of game design is enticing material for speculation, with a shifting landscape bearing new technology, changing business models, and the application of games outside entertainment. This chapter looks at how thes
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::cc0523dd277fc699e6a3978236c1924c
https://doi.org/10.1093/oso/9780198845911.003.0012
https://doi.org/10.1093/oso/9780198845911.003.0012
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
Alongside the meteoric rise of eSports has come the dominance of platforms like Twitch and YouTube, serving up content centred around people playing games. Popular streamers—and the games they play—have risen to fame by broadcasting their gamepla
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::4fb631efe4922fa00cce8c36ff7fa009
https://doi.org/10.1093/oso/9780198845911.003.0008
https://doi.org/10.1093/oso/9780198845911.003.0008
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
While we normally think of it as relegated to computer-controlled enemies, artificial intelligence (AI) plays a much larger role in game interaction than many of us realize. This chapter outlines how AI companions and adversaries can be designed to f
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::b5086c1994f3eee80fe10d9476dd0eb1
https://doi.org/10.1093/oso/9780198845911.003.0009
https://doi.org/10.1093/oso/9780198845911.003.0009
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
Learning to play is one of the most important parts of a game’s experience, with the ability to make or break a player’s first few minutes with a game. This chapter outlines advice for good tutorial design, questioning the efficacy of traditional
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::dee3f8c9df4b34bc3e0ed80c660a48af
https://doi.org/10.1093/oso/9780198845911.003.0003
https://doi.org/10.1093/oso/9780198845911.003.0003
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
This chapter discusses the game production process, with a focus on ideation, prototyping, and iterative design. It aims to provide readers with a starting point for putting the ideas of previous chapters into practise, without depending on any parti
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::b45c3f8ceb80344febd12fd5695ede6c
https://doi.org/10.1093/oso/9780198845911.003.0010
https://doi.org/10.1093/oso/9780198845911.003.0010
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
Virtual reality (VR) offers an unprecedented level of immersion in player interaction, having established itself in the games market as a relatively niche platform, at least for the time being. Designing VR interactions is substantially different bot
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::ada5953a1d0e7bba50ba533e1911643e
https://doi.org/10.1093/oso/9780198845911.003.0007
https://doi.org/10.1093/oso/9780198845911.003.0007
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
The video game industry as we know it was born around the 1970s, but the history of games in general stretches back over five thousand years. This chapter gives a short overview of that history, discussing what makes a game, why people play games, an
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::ca82b89bd079f829107b9a250e533fea
https://doi.org/10.1093/oso/9780198845911.003.0001
https://doi.org/10.1093/oso/9780198845911.003.0001
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
Even with good design practices, great art, and the technical framework to back it all up, a game isn’t successful until real players enjoy it. Testing is an integral part of creating a good game, so much so that entire research disciplines have sp
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::4435ad0dadc9141ee29e42b2519c34e0
https://doi.org/10.1093/oso/9780198845911.003.0011
https://doi.org/10.1093/oso/9780198845911.003.0011
Autor:
Samantha Stahlke, Pejman Mirza-Babaei
This chapter outlines general interaction design fundamentals, exploring the notion of interactivity, defining interaction in games, and discussing what contributes to the quality of a game’s interactions. It delivers a player-centric view of game
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::7157ccd50fe401b90ccc84849c943c3a
https://doi.org/10.1093/oso/9780198845911.003.0002
https://doi.org/10.1093/oso/9780198845911.003.0002