Reverse Design - Patrick Holleman

Reverse Design

Super Mario World
Buch | Hardcover
244 Seiten
2018
CRC Press (Verlag)
978-1-138-32326-1 (ISBN)
174,55 inkl. MwSt
The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. Written in a readable format; this game breaks down nicely into relatively short, separate sections. Reverse Design: Super Mario World is broken down into four sections with the final section a guide for level-by-level. The first three sections look at design history, cadences, skill and themes. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.

Key Features

Learn how classic games game to be and the ground-breaking design decisions that made them such hallmarks.

Patrick Holleman founded The Game Design Forum in 2010 with the specific goal of publishing scholarly articles about videogame design. On that site he originally published the Reverse Design series, which has been used by game designers and students across the world to improve their understanding of their craft. Material from that series has been used in online courses as well as university settings, including the University of Toronto and Cornell. His writing has also appeared in Paste Magazine, Indie Game Magazine and Tutsplus. In addition to his writing, Holleman has worked as a part-time producer and consultant in the game development industry. He lives in Pennsylvania.

Chapter 1 Composite Games and the Historical Context of Super Mario World

Chapter 2 Measurements and their Meanings

Chapter 3 Challenges, Cadences and Skill Themes

Chapter 4.0 Introduction to Level Analysis

Chapter 4.1 The Moving Targets Skill Theme

Chapter 5 The Periodic Enemies Theme

Chapter 6 The Preservation of Momentum Theme

Chapter 7 The Intercepts Theme

Chapter 8 The Mini-Theme & Isolated Concepts

Chapter 9 Irregular Levels

Chapter 10 The Toolkit for Cadence Analysis

Chapter 11 Conclusion

Erscheinungsdatum
Zusatzinfo 100 Illustrations, color
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Gewicht 453 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
ISBN-10 1-138-32326-8 / 1138323268
ISBN-13 978-1-138-32326-1 / 9781138323261
Zustand Neuware
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