Game Production Ressourcen: Unterschied zwischen den Versionen
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Diese Seite enthält zusätzliche Materialien und Ressourcen zur Lehrveranstaltung [Game Production]. Um über Änderungen informiert zu werden, kann die Seite beobachtet werden. | Diese Seite enthält zusätzliche Materialien und Ressourcen zur Lehrveranstaltung [[Game Production]]. Um über Änderungen informiert zu werden, kann die Seite beobachtet werden. | ||
==Game Vision== | |||
{| class="wikitable sortable" | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
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|Game Design Vision Statements | |||
|Kurze Beschreibung zum Thema "Game Vision" | |||
|Gregory Avery-Weir (Future Proof Games) | |||
|https://futureproofgames.com/blog/2020/02/11/game-design-vision-statements/ | |||
|} | |||
==Game Design== | |||
{| class="wikitable sortable" | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
|- | |||
|See How Others Built Their Games! | |||
|Game Design Dokumente verschiedener Spiele (Diablo, DOOM Bible, Silent Hill 2 uvm.) | |||
|Gamescrye | |||
|https://gamescrye.com/resources/game-design-documents/ | |||
|- | |||
|Race'n'Chase Game Design | |||
|Game Design Dokument für Grand Theft Auto aus dem Jahr 1995. | |||
|DMA Design Ltd | |||
|http://classes.dma.ucla.edu/Winter12/157A/doc2/gta_gdd.pdf | |||
|- | |||
|From the Vault – The BioShock Pitch | |||
|Teil 1 des originalen BioShock Pitch Dokuments | |||
|Irrational | |||
|https://irrationalgames.ghoststorygames.com/insider/from-the-vault-may/ | |||
|- | |||
|From the Vault – Part Two of the Bioshock Pitch | |||
|Teil 2 des originalen BioShock Pitch Dokuments | |||
|Irrational | |||
|https://irrationalgames.ghoststorygames.com/insider/from-the-vault-june/ | |||
|- | |||
|The Unfinished Swan - a postmortem interview with creator Ian Dallas | |||
|Post-mortem Interview zu den Themen Inspiration, Pacing und Experience in Unfinished Swan | |||
|Ryan Taljonick | |||
|https://www.gamesradar.com/unfinished-swan-postmortem-interview-creator-ian-dallas/ | |||
|- | |||
|Unfinished Swan - Post-mortem Interview | |||
|Video-Interview im Ian Dallas von Unfinished Swan über die Rezeption des Spiels Unfinished Swan | |||
|GameTrailers | |||
|https://www.youtube.com/watch?v=92ASpP4Jl84 | |||
|- | |||
|The Witness: how Jonathan Blow rejected game design rules to make a masterpiece | |||
|Kurzer Artikel über die Herangehensweise von "The Witness" Director Jonathan Blow | |||
|Jordan Erica Webber (The Guardian) | |||
|https://www.theguardian.com/technology/2016/feb/09/the-witness-how-jonathan-blow-rejected-game-design-rules-to-make-a-masterpiece | |||
|- | |||
|The Witness creator Jonathan Blow on creating one of 2016’s most intriguing games | |||
|Jonathan Blow über Elemente von "The Witness": Puzzle-Schwierigkeit, Emotionen und die Beziehung zwischen Spieler*in und Spiel | |||
|Justin Massongill (PlayStation Blog) | |||
|https://blog.playstation.com/archive/2015/09/21/the-witness-creator-jonathan-blow-on-creating-one-of-2016s-most-intriguing-games/ | |||
|- | |||
|Crafting A Tiny Open World: A Short Hike Postmortem | |||
|A GDC talk about the game "A Short Hike" | |||
|Adam Robinson-Yu | |||
|https://www.youtube.com/watch?v=ZW8gWgpptI8 | |||
|} | |||
==Storytelling== | |||
{| class="wikitable sortable" | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
|- | |||
|Designing Journey | |||
|Über das Designen von Emotionen im Spiel Journey | |||
|Jenova Chen | |||
|https://www.youtube.com/watch?v=UGCkVHSvjzM&t=2471s | |||
|- | |||
|Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay | |||
|30 min über Gestaltung von Stories in Games | |||
|Mata Haggis | |||
|https://www.youtube.com/watch?v=8fXE-E1hjKk&ab_channel=GDC | |||
|} | |||
==Level Design== | |||
{| class="wikitable sortable" | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
|- | |||
|Pre-production | |||
|Wie man einen Level mit Mechaniken, Experience Goals und Pillars plant. | |||
|The Level Design Book | |||
|https://book.leveldesignbook.com/process/preproduction | |||
|- | |||
|Layout | |||
|Wie man ein top-down Leveldiagramm erstellt. | |||
|The Level Design Book | |||
|https://book.leveldesignbook.com/process/layout | |||
|- | |||
|Super Mario Bros 3 Level Design Lessons, Part 1 | |||
|Detaillierte Analyse der ersten Welt in Super Mario Bros 3. | |||
|Radek Koncewicz | |||
|https://www.significant-bits.com/super-mario-bros-3-level-design-lessons/ | |||
|- | |||
|Super Mario Bros 3 Level Design Lessons, Part 2 | |||
|Analyse von speziellen Level Design Entscheidungen in Super Mario Bros 3. | |||
|Radek Koncewicz | |||
|https://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-2/ | |||
|- | |||
|How to design levels for a platformer | |||
|Level Design Guide für Platformer. Überblick zu Skizzen und Prozessen. | |||
|Diorgo Jonkers | |||
|http://devmag.org.za/2011/07/04/how-to-design-levels-for-a-platformer/ | |||
|} | |||
==Projektmanagement== | |||
{| class="wikitable sortable" | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
|- | |||
|Trello Tutorial - Basics Guide in 10 Minuten - Wichtigste Funktionen erklärt | |||
|Wie verwende ich Trello für Studienprojekte | |||
|Vincent Benedikt | |||
|https://www.youtube.com/watch?v=JvL6iDxS8xA&t=93s&ab_channel=VincentBenedikt | |||
|- | |||
|Game Production Project Planning | |||
|Tips für Stories & laufende Projektplanung | |||
|GAP_IL | |||
|[[Game Production Project Planning]] | |||
|- | |||
|Buiding your backlock with Projects | |||
|Projektplanung mit Projekten in GitHub | |||
|GitHub | |||
|https://www.youtube.com/watch?v=qT0VMdx7vuI | |||
|} | |||
==Kostenlose Low Poly Modelle== | |||
{| class="wikitable sortable" | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
|- | |||
|Unity Asset Store | |||
|Bereits für Unity aufbereitete Assets | |||
|Unity/Various Artists | |||
|https://assetstore.unity.com/?category=3d&free=true&orderBy=1 | |||
|- | |||
|Google Poly (Backup) | |||
|Gratis 3D Assets ehem. von Google gehostet | |||
|Various artists | |||
|https://poly.pizza/ | |||
|- | |||
|itch.io Game Assets | |||
|Gratis 3D Low Poly Packages & Assets von verschiedenen Artists | |||
|itch.io/Various artists | |||
|https://itch.io/game-assets/free/tag-low-poly | |||
|- | |||
|OpenGameArt.org | |||
|Open Source, Creative Commons or Public Domain Game Assets | |||
|OpenGameArt/Various Artists | |||
|https://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=10&sort_by=count&sort_order=DESC | |||
|} | |||
== PR & Kommunikation== | |||
{| class="wikitable" | |||
|+ | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
|- | |||
|The Anatomy of an Indie Game Press Kit | |||
|Template für Press Kit & Pr-Page | |||
|Tim Ruswick | |||
|https://gdu.io/blog/press-kit-template/ | |||
|} | |||
==Performanceoptimierung== | |||
{| class="wikitable" | |||
|+ | |||
!Titel | |||
!Beschreibung | |||
!Autor*in | |||
!Link | |||
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|Low FPS: How to improve your game's performance in Unity 3D | |||
|Ein Artikel mit Ursachen für mögliche Perfomanceprobleme und Herangehensweisen, um diese zu beheben | |||
|Bryan Marsh | |||
|https://canopy.procedural-worlds.com/library/deep-dives/performance/low-fps-how-to-improve-your-games-performance-in-unity-3d-r6/ | |||
|} | |||
[[Kategorie:Game Production]] |