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Game design deep dive : = shooters /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Game design deep dive :/ Joshua Bycer.
其他題名:
shooters /
其他題名:
Shooters
作者:
Bycer, Joshua.
出版者:
Boca Raton :CRC Press, : c2025.,
面頁冊數:
xiv, 230 p. :col. ill. ; : 23 cm.;
標題:
Shooting. -
ISBN:
9781032584102
Game design deep dive : = shooters /
Bycer, Joshua.
Game design deep dive :
shooters /ShootersJoshua Bycer. - 1st ed. - Boca Raton :CRC Press,c2025. - xiv, 230 p. :col. ill. ;23 cm. - Game design deep dive series.
Includes bibliographical references and index.
What is the goal of game design deep dive: Shooters -- The feel of it all -- The beginning of "boomer shooters" -- Early shooters and the rise of IDG software -- The PC boom of the 90's -- The early console shooters -- The unreal arrival of half-life -- The limits of multiplayer shooters -- : Basic shooter design -- Reflex-driven design -- What are boomer shooters? -- Examining gun play -- Basic level design -- The limitations and evolution of FPS design -- The cinematic era of shooting -- The rise of Halo and Xbox -- Set piece/modern shooting -- Grounding the guns and the game play -- Hyper realistic shooting -- Interacting in first person --The live service shooter era -- The time of team fortress -- The war of military shooters -- Hero shooters -- The battle royale battle -- Coop shooters -- Niche shooting -- Making a year-round shooter -- : The evolution of shooters -- Role playing shooters -- Doom's return and push forward combat -- The Indie shooter scene -- Bringing action design to shooting -- Redesigning multiplayer shooters -- The foundations of a great shooter -- The decimals and design behind weapon balance -- Enemy and encounter design -- The different philosophies of level design -- Putting it all together -- Advanced shooter design -- First vs. third person perspective -- The UI/UX of gun play -- Shooter-filled progression -- Single vs. multiplayer design -- The contextualizing of shooting -- The philosophy of powers and push forward combat -- The future of shooters -- Old vs. new shooter design -- Where can multiplayer design go? -- Conclusion -- Summing up the shooter genre.
"This entry in the Game Design Deep Dive series takes a look at the shooter genre. One that has grown with the times and whose influence can be felt from indie teams to major studios. Josh Bycer discusses 30 plus year history of one of games industry's most popular genres to talk about how to design one your own. This book is perfect for students and designers to learn about one of the most popular genres on the market"--
ISBN: 9781032584102
LCCN: 2024011563Subjects--Topical Terms:
1450895
Shooting.
LC Class. No.: GV1469.6 / .B933 2025
Dewey Class. No.: 794.8/3
Game design deep dive : = shooters /
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What is the goal of game design deep dive: Shooters -- The feel of it all -- The beginning of "boomer shooters" -- Early shooters and the rise of IDG software -- The PC boom of the 90's -- The early console shooters -- The unreal arrival of half-life -- The limits of multiplayer shooters -- : Basic shooter design -- Reflex-driven design -- What are boomer shooters? -- Examining gun play -- Basic level design -- The limitations and evolution of FPS design -- The cinematic era of shooting -- The rise of Halo and Xbox -- Set piece/modern shooting -- Grounding the guns and the game play -- Hyper realistic shooting -- Interacting in first person --The live service shooter era -- The time of team fortress -- The war of military shooters -- Hero shooters -- The battle royale battle -- Coop shooters -- Niche shooting -- Making a year-round shooter -- : The evolution of shooters -- Role playing shooters -- Doom's return and push forward combat -- The Indie shooter scene -- Bringing action design to shooting -- Redesigning multiplayer shooters -- The foundations of a great shooter -- The decimals and design behind weapon balance -- Enemy and encounter design -- The different philosophies of level design -- Putting it all together -- Advanced shooter design -- First vs. third person perspective -- The UI/UX of gun play -- Shooter-filled progression -- Single vs. multiplayer design -- The contextualizing of shooting -- The philosophy of powers and push forward combat -- The future of shooters -- Old vs. new shooter design -- Where can multiplayer design go? -- Conclusion -- Summing up the shooter genre.
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"This entry in the Game Design Deep Dive series takes a look at the shooter genre. One that has grown with the times and whose influence can be felt from indie teams to major studios. Josh Bycer discusses 30 plus year history of one of games industry's most popular genres to talk about how to design one your own. This book is perfect for students and designers to learn about one of the most popular genres on the market"--
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