Здоровенный материал в трех частях об особенностях левел-дизайна в первой The Last of Us.
1 часть:
https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-one-r46/
2 часть:
https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-two-r49
3 часть:
https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-three-r50
1 часть:
https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-one-r46/
2 часть:
https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-two-r49
3 часть:
https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-three-r50
Mapcore
Level Design in The Last of Us: Part One
This is the first article in a three-part series. Part One / Part Two / Part Three Intro Level 1st scene In typical movie fashion, the game starts with an exposition scene which establishes the bond between Joel and his daughter Sarah. Here the watch plays…
Старенькая, но не потерявшая свою актуальность подборка инструментов для геймдизайнера. Многие программы из списка уже значительно обновились, отчего всем только лучше.
gdcuffs.com/tools/
gdcuffs.com/tools/
В последнее время все популярнее становится точка зрения, что игры должны быть доступны для всех. Люди с нарушениями слуха, зрения, моторных функций и другими проблемами тоже хотят иметь доступ к последним достижениям индустрии.
Если вам интересна эта тема, будет не лишним заглянуть на эту страничку с гайдлайнами по инклюзивному гейм-дизайну. Создатели проделали отличную работу:
http://gameaccessibilityguidelines.com/
Если вам интересна эта тема, будет не лишним заглянуть на эту страничку с гайдлайнами по инклюзивному гейм-дизайну. Создатели проделали отличную работу:
http://gameaccessibilityguidelines.com/
Огромный сборник полезной информации по дизайну уровней. Парень собирал для себя, поэтому там все строго с упором на практическое применение:
https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/preview?pru=AAABcuV6jKM*_MWUhVg70PB_UoSLJt2wpA
Всем бы нам такую дисциплину!
https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/preview?pru=AAABcuV6jKM*_MWUhVg70PB_UoSLJt2wpA
Всем бы нам такую дисциплину!
Google Docs
LD - In pursuit of better levels
Level Design In Pursuit of Better Levels Table of Contents 🔹Planning🔹
4 ❖ Concept process ❖
4 ❖ Metrics ❖
6 ❖ Prototyping & Blockout ❖
9 ⚒ Structural geometry ⚒
11 ⚒ Form follows function ⚒
11 ⚒ The Backdrop ⚒
12 ⚒ Check the scale ⚒
12…
4 ❖ Concept process ❖
4 ❖ Metrics ❖
6 ❖ Prototyping & Blockout ❖
9 ⚒ Structural geometry ⚒
11 ⚒ Form follows function ⚒
11 ⚒ The Backdrop ⚒
12 ⚒ Check the scale ⚒
12…
Ценные советы о том, как составлять дизайн-документацию.
1 часть: gamasutra.com/blogs/SimoneCicchetti/20200508/362611/Practical_tips_on_technical_Game_Design_Documentation_Part_1.php
2 часть: gamasutra.com/blogs/SimoneCicchetti/20200528/363643/Practical_tips_on_technical_Game_Design_Documentation_Part_2.php
1 часть: gamasutra.com/blogs/SimoneCicchetti/20200508/362611/Practical_tips_on_technical_Game_Design_Documentation_Part_1.php
2 часть: gamasutra.com/blogs/SimoneCicchetti/20200528/363643/Practical_tips_on_technical_Game_Design_Documentation_Part_2.php
GAMASUTRA
Practical tips on technical Game Design Documentation (Part 1)
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Introduction
Приятный сайтец про законы UX-дизайна. Про каждый можно почитать подробнее — авторы бережно собрали подборку ссылок с полезными материалами.
lawsofux.com/
lawsofux.com/
Laws of UX
Home | Laws of UX
Laws of UX is a collection of best practices that designers can consider when building user interfaces.
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 noscript 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.…
Отличный материал про мету. Какие бывают виды и для чего она вообще нужна.
kostyushko.com/2016/08/meta-game/
kostyushko.com/2016/08/meta-game/
Типы систем сохранения на примерах различных игр:
http://www.sirlin.net/articles/save-game-systems
http://www.sirlin.net/articles/save-game-systems
Sirlin.Net — Game Design
Save Game Systems — Sirlin.Net — Game Design
I once heard Peter Molyneux say that during the development of Populous he didn’t want the player to be able to pause the game. His reasoning was that Populous is a world that goes on with or without the player. Luckily, his friends talked him out of it,…
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…
Хороший сайт со статьями по дизайну стратегий в реальном времени:
https://waywardstrategy.com/category/rts101/
https://waywardstrategy.com/category/rts101/
Дизайн директор из Square Enix Montreal рассказывает о 10 принципах хорошего левел-дизайна.
youtube.com/watch?v=iNEe3KhMvXM
youtube.com/watch?v=iNEe3KhMvXM
YouTube
Ten Principles for Good Level Design
In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement…
О том, как единственная песня помогла сформировать механику игры Ape Out:
gamesindustry.biz/articles/2020-04-13-the-evolution-of-ape-out
gamesindustry.biz/articles/2020-04-13-the-evolution-of-ape-out
GamesIndustry.biz
The evolution of Ape Out
Gabe Cuzzillo explains how a song helped defined the aesthetic for his BAFTA-winning action game
Forwarded from Разработка игр 🍄
Великолепное видео о том, как ребята из Naughty Dog работают над повествовательным уровнем.
Кроме того, что там все большие профессионалы, ключом к достижению настолько впечатляющего результата является подход со множеством итераций. Конкретно в случае этого замечательного уровня в музее — 25 итераций и 2 года разработки.
Да, количество студий, которые могут себе позволить такой размах можно пересчитать по пальцам, но пусть этот пример поможет вам не отчаиваться, если у вас с первого раза получился неудачный уровень. Возможно, у вас не будет двух лет на 25 итераций, но потратить пару месяцев на 2-3 — это запросто.
https://www.youtube.com/watch?v=KW4JlxAEAE0
Кроме того, что там все большие профессионалы, ключом к достижению настолько впечатляющего результата является подход со множеством итераций. Конкретно в случае этого замечательного уровня в музее — 25 итераций и 2 года разработки.
Да, количество студий, которые могут себе позволить такой размах можно пересчитать по пальцам, но пусть этот пример поможет вам не отчаиваться, если у вас с первого раза получился неудачный уровень. Возможно, у вас не будет двух лет на 25 итераций, но потратить пару месяцев на 2-3 — это запросто.
https://www.youtube.com/watch?v=KW4JlxAEAE0
YouTube
Making The Last of Us Part II's Best Level
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
// This video focuses on one of Ellie's levels in the chapter "Seattle: Day 1", and does not contain any major story spoilers //
In this episode of Game Maker's…
// This video focuses on one of Ellie's levels in the chapter "Seattle: Day 1", and does not contain any major story spoilers //
In this episode of Game Maker's…
Уроки дизайна из Super Mario Bros 3.
1 часть:
https://www.significant-bits.com/super-mario-bros-3-level-design-lessons/
2 часть:
https://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-2/
3 часть:
https://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-3/
1 часть:
https://www.significant-bits.com/super-mario-bros-3-level-design-lessons/
2 часть:
https://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-2/
3 часть:
https://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-3/
Разработчик из Pixonic рассказывает о том, как устроена система абилок в War Robots.
https://habr.com/ru/company/pixonic/blog/534928/
https://habr.com/ru/company/pixonic/blog/534928/
Хабр
Как устроены абилки в War Robots
Привет! Меня зовут Владимир Попов, и я клиентский разработчик на проекте War Robots. War Robots существует уже несколько лет: за это время в игре появились д...
Играбельная демка расскажет о вашем проекте больше, чем тысяча дизайн документов.
Почитайте несколько мыслей о том, как подойти к производству такой демки наиболее эффективным образом:
gamesindustry.biz/articles/2020-11-13-how-to-efficiently-create-a-winning-demo
Почитайте несколько мыслей о том, как подойти к производству такой демки наиболее эффективным образом:
gamesindustry.biz/articles/2020-11-13-how-to-efficiently-create-a-winning-demo
GamesIndustry.biz
How to efficiently create a winning demo
Art Of Play shares its tips on how to build a demo using the right tools, communication methods, and teamwork, in record time
Держите серию полезнейших видео о том, из чего состоит классная RTS. Если надумали дизайнить стратегию — обязательно посмотрите.
youtube.com/watch?v=8m1cii3veqI&list=PLQnCYzupbmdZyMHtqfONplLhs3L5JZ7k5&index=10
youtube.com/watch?v=8m1cii3veqI&list=PLQnCYzupbmdZyMHtqfONplLhs3L5JZ7k5&index=10
YouTube
What Makes RTS Games Fun: Why We Play RTS
What makes RTS games fun? A new video series breaking down RTS design philosophy. To start off with I'll be explaining why I enjoy RTS games.
Support the GeneralsGentlemen on Patreon.
https://www.patreon.com/generalsgentlemen
Like the Generals Gentlemen…
Support the GeneralsGentlemen on Patreon.
https://www.patreon.com/generalsgentlemen
Like the Generals Gentlemen…
Отличный материал о том, как сделать так, чтобы игра не ощущалась тормознутой. И дело тут даже не в технической реализации, а в хитрых дизайн-трюках:
blog.kongregate.com/fixing-your-games-perceived-slowness-with-elevators/
blog.kongregate.com/fixing-your-games-perceived-slowness-with-elevators/
Kongregate Newsroom
Fixing Your Game's Perceived Slowness with Elevators
Spending months on optimization only to realize your game still feels slow can
be pretty demoralizing. Try as you might, eventually you’ll reach a point where
the technical solutions are simply too expensive to justify. What do you do
then? Your game still…
be pretty demoralizing. Try as you might, eventually you’ll reach a point where
the technical solutions are simply too expensive to justify. What do you do
then? Your game still…
Гейм-дизайнер из Naughty Dog рассказывает о том, как грамотно направлять игрока с помощью дизайна уровней: https://80.lv/articles/dealing-with-navigation-players-behavior/
80LV
Dealing With Navigation & Players’ Behavior
David Shaver gave some tips on game navigation, discussed the importance of blocking out, showed how you can use gameplay to guide a player, and more in our new interview.