Game Production Ressourcen: Unterschied zwischen den Versionen

added "a short hike gdc talk" to the game design resource list
(Update mit ersten Inhalten)
(added "a short hike gdc talk" to the game design resource list)
 
(12 dazwischenliegende Versionen von 2 Benutzern werden nicht angezeigt)
Zeile 4: Zeile 4:


{| class="wikitable sortable"
{| class="wikitable sortable"
!Titel
!Beschreibung
!Beschreibung
!Autor*in
!Autor*in
!Link
!Link
|-
|-
|Game Design Vision Statements
|Kurze Beschreibung zum Thema "Game Vision"
|Kurze Beschreibung zum Thema "Game Vision"
|Gregory Avery-Weir (Futureproof Games)
|Gregory Avery-Weir (Future Proof Games)
|https://futureproofgames.com/blog/2020/02/11/game-design-vision-statements/
|https://futureproofgames.com/blog/2020/02/11/game-design-vision-statements/
|}
|}


==Game Design==
==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==
==Storytelling==


{| class="wikitable sortable"
{| class="wikitable sortable"
!Titel
!Beschreibung
!Beschreibung
!Autor*in
!Autor*in
!Link
!Link
|-
|-
|Designing Emotional Stories in Journey
|Designing Journey
|Über das Designen von Emotionen im Spiel Journey
|Jenova Chen
|Jenova Chen
|https://www.youtube.com/watch?v=UGCkVHSvjzM&t=2471s
|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
|}
|}


Zeile 30: Zeile 91:


{| class="wikitable sortable"
{| class="wikitable sortable"
!Titel
!Beschreibung
!Beschreibung
!Autor*in
!Autor*in
!Link
!Link
|-
|-
|Pre-production
|Wie man einen Level mit Mechaniken, Experience Goals und Pillars plant.
|Wie man einen Level mit Mechaniken, Experience Goals und Pillars plant.
|The Level Design Book
|The Level Design Book
|https://book.leveldesignbook.com/process/preproduction
|https://book.leveldesignbook.com/process/preproduction
|-
|-
|Wie man ein top-down Leveldiagramm erstellt
|Layout
|Wie man ein top-down Leveldiagramm erstellt.
|The Level Design Book
|The Level Design Book
|https://book.leveldesignbook.com/process/layout
|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
|-
|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]]
81

Bearbeitungen