Game design deep dive: Platformers / Joshua Bycer

By: Bycer, Joshua [Author]Material type: TextTextPublisher: Boca Raton, FL : CRC Press, c2020Description: xi, 139 pages : colored illustrations ; 23 cmISBN: 9780367211387Subject(s): Computer games -- design | Video games -- authorshipLOC classification: RES GV1469.15 | B93 2020
Contents:
1. The legacy of jumping -- 2. The first jumps -- 3. Committed jumping -- 4. Variable jumping --5. The 2D mascot platformer era --6. Basic 2D design -- 7. Advanced 2D design -- 8. The adventure platformer -- 9. Puzzle platforming and design -- 10. First-person 11. Jumping design -- 12. The 3D platformer era -- 13. Three D design -- 14. The AAA shift away from platformers -- 15. The indie impact -- 15. Physics-driven platformer design -- 17. Super Mario maker and Kaizo culture -- 18. Expert 2D design.
Abstract: Game Design Deep Dive: Jumping examines the history of jumping - one of the oldest mechanics in the industry, and how it has evolved and changed over the years. We will look at the transition from 2D to 3D, and multiple elements that make jumping more complicated than it looks from a design perspective.
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Item type Current location Collection Call number Status Date due Barcode
Books Books Philippine Christian University Manila
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College RES GV1469.15 B93 2020 (Browse shelf) Available 52214

Includes glossary and index.

1. The legacy of jumping -- 2. The first jumps -- 3. Committed jumping -- 4. Variable jumping --5. The 2D mascot platformer era --6. Basic 2D design -- 7. Advanced 2D design -- 8. The adventure platformer -- 9. Puzzle platforming and design -- 10. First-person 11. Jumping design -- 12. The 3D platformer era -- 13. Three D design -- 14. The AAA shift away from platformers -- 15. The indie impact -- 15. Physics-driven platformer design -- 17. Super Mario maker and Kaizo culture -- 18. Expert 2D design.

Game Design Deep Dive: Jumping examines the history of jumping - one of the oldest mechanics in the industry, and how it has evolved and changed over the years. We will look at the transition from 2D to 3D, and multiple elements that make jumping more complicated than it looks from a design perspective.

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