Buch, Englisch, 176 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 408 g
Reihe: Game Design Deep Dive
Real-Time Strategy
Buch, Englisch, 176 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 408 g
Reihe: Game Design Deep Dive
ISBN: 978-1-032-76040-7
Verlag: CRC Press
Game Design Deep Dive: Real-Time Strategy focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of eSports. It has seen more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market.
Key Features:
- Discusses balancing and designing asymmetrical features and units.
- Explores user interface (UI)/user experience (UX) design and building effective GUIs.
- Examines the differences between multiplayer and single-player balancing and how to appeal to both audiences.
- Provides predictions on the next big trend for the genre.
Zielgruppe
General and Professional Reference
Autoren/Hrsg.
Fachgebiete
- Geisteswissenschaften Kunst Kunstformen, Kunsthandwerk Installations-, Aktions-, Computer- und Videokunst
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Interaktionsdesign für Computerspiele
Weitere Infos & Material
1. The Goal of This Book, 2. Early RTS Design, 3. The Basics of RTS Design, 4. When Strategy Shrunk Down, 5. The 2010s Strategy Transformation, 6. The Role of Asymmetrical Balance, 7. UIs and GUIs, 8. Advanced RTS Design, 9. What Is the Future of the Genre?, 10. Conclusion