Game Production Ressourcen: Unterschied zwischen den Versionen
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!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 ( | |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 | |||
|- | |||
|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/ | |||
|- | |||
|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/ | |||
|} | |||
==Storytelling== | ==Storytelling== | ||
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!Beschreibung | !Beschreibung | ||
!Autor*in | !Autor*in | ||
!Link | !Link | ||
|- | |- | ||
|Designing | |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 | ||
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{| 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/ | |||
|} | |} |
Version vom 21. März 2022, 16:32 Uhr
Diese Seite enthält zusätzliche Materialien und Ressourcen zur Lehrveranstaltung Game Production. Um über Änderungen informiert zu werden, kann die Seite beobachtet werden.
Game Vision
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
Titel | Beschreibung | Autor*in | Link |
---|---|---|---|
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/ |
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/ |
Storytelling
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 |
Level Design
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/ |