Level Design Patterns in 2D Games
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Paolo Nosenzo, Estetica E Storytelling Negli Indie Game
Università degli Studi di Torino Dipartimento di Studi Umanistici Laurea Magistrale in Cinema e Media Dissertazione Finale Estetica e Storytelling negli Indie Game Relatore: Prof. Alessandro Amaducci Correlatori: Prof. Riccardo Fassone Candidato: Paolo Nosenzo matr. N° 702043 Anno Accademico 2014/2015 INDICE Introduzione: definire un Indie Game ................................................................................................ 4 Capitolo 1: Storia della scena indipendente .................................................................................... 11 1.1 Da mercato frammentato a comunità globale .......................................... 11 1.2 Indie, il nuovo Mainstream...................................................................... 15 1.3 L’evoluzione dello stile indipendente ...................................................... 18 Capitolo 2: Estetica e Graphic Design, il ritorno del Vintage............................. 22 2.1 Pixel Art ................................................................................................... 22 2.1.1 Pixel Art in 2D ................................................................................ 24 2.1.2 Pixel Art in 3D: da quadrati a cubi.................................................. 31 2.2 Il Low Poly .............................................................................................. 36 2.3 Retrò: una rivisitazione in chiave moderna ............................................. 40 Capitolo 3: Astrazione, Minimalismo, e altre soluzioni visive.......................... -
Concepting for the Indie Market
CONCEPTING FOR THE INDIE MARKET By Carissa Vadella OVERVIEW………………………………………………………………………………...2 RISKS AND RISK MANAGEMENT……………………………………………………...2 UTILIZING NOSTALGIA…………………………………………………………………..3 REVIVING OLD AESTHETICS…………………………………………………………..4 REVIVING OLD GENRES………………………………………………………………..8 HIGH DIFFICULTY LEVEL……………………………………………………………….10 ATTENTION TO DETAIL…………………………………………………………………13 COMBINING POPULAR GENRES……………………………………………………..14 FRESH PERSPECTIVE………………………………………………………………….15 HEAVY NARRATIVE INFLUENCE……………………………………………………...17 GAMES AS HIGH ART…………………………………………………………………..18 FURTHER INSPIRATION………………………………………………………………..19 UNDERSTANDING ONE’S ENGINE…………………………………………………...19 WORKS CITED…………………………………………………………………………....20 ADDITIONAL RESOURCES……………………………………………………………..22 Vadella 2 OVERVIEW Commercial success often, though not always, corresponds with successful design. In examining the market as a whole for both its strengths and weaknesses, understanding what makes a concept “good” or “bad” is made easier. In indie development especially, although relevant to all game design, the main objective is to create as powerful and fun of a game with as minimal of work as possible, thus making every element impactful. The strategies discussed herein should be looked at as merely one way of achieving success. RISKS AND RISK MANAGEMENT One should have a clear target audience in mind. People will dislike your game; it is frankly impossible to make everyone happy. What is important is understanding why they dislike your game and what, if anything, you should change based on their feedback. In a highly simplistic example, if one was creating a cutesy Sailor Moon inspired shooter, the advice of a dedicated Call of Duty player to add more explosions won’t always mesh well with the direction of the game. Whether feedback is discarded or used, a developer should always know why they chose what they did. Indie development doesn’t need to be that much riskier than bigger name development. -
Replayability of Video Games
Replayability of Video Games Timothy Frattesi Douglas Griesbach Jonathan Leith Timothy Shaffer Advisor Jennifer deWinter May 2011 i Table of Contents Abstract ......................................................................................................................................................... 4 1 Introduction ................................................................................................................................................ 5 2 Games, Play and Replayability .................................................................................................................. 9 2.1 Play ..................................................................................................................................................... 9 2.2 Categories of Play ............................................................................................................................. 11 2.2.1 Playfulness ................................................................................................................................. 11 2.2.2 Ludic Activities .......................................................................................................................... 12 2.2.3 Game Play .................................................................................................................................. 13 2.3 Game ................................................................................................................................................. 14 2.3.1 Structure -
Det Oberoende Skapandet
B-uppsats vid Medie- och kommunikationsvetenskap Institutionen för kommunikation och medier, Lunds universitet MKV22:4 HT 2014 Det oberoende skapandet - En studie av indiespel som produkt av DIY i ett postmodernt samhälle Författare: Magnus Johansson & Henrik Vilén Handledare: Carolina Martinez 1 Abstract B-uppsatsen Det oberoende skapandet – en studie av indiespel som produkt av DIY i ett postmodernt samhälle är författad av Magnus Johansson och Henrik Vilén i Medie- och kommunikationsvetenskap, vid Institutionen för kommunikation och medier, Lunds universitet. Uppsatsen undersöker fenomenet och videospelsgenren indiespel, med fokus på två spel; I Wanna Be The Guy och Journey. Indiespel är skapade av mindre företag eller entusiaster på hobbynivå, ofta själva konsumenter av spel. Uppsatsen har en teoretisk förankring i DIY-kultur och postmodernism. DIY-kultur används för att studera hur de oberoende produktionsvillkoren syns i de två texterna, medan begrepp kopplade till postmodernism används för att sätta spelen i ett större samhälleligt perspektiv. Det huvudsakliga tillvägagångssättet har varit textanalys, där spelen har spelats och studerats. Utöver en ren textanalys har vi även analyserat hur spelen finns tillgängliga på marknaden. DIY-kultur bygger mycket på kreativ frihet och en strävan efter innovation, men ofta sker detta med en begränsad budget. Dessa aspekter har kunnat urskiljas i textanalysen av spelen, dels i spelmekaniska moment men även i hur spelen finns tillgängliga för försäljning. Den postmodernistiska inramningen, där -
Super Meat Boy: a Love Letter
Super Meat Boy: A Love Letter Matthew Thomas Payne, University of Alabama, [email protected] Stephen Campbell, University of Alabama, [email protected] Super Meat Boy Meat Boy is a sprinting, leaping, sliding cube of bloody red meat. Meat Boy is also a love letter, albeit an unconventional one. The inde- pendently produced multiplatform game that bears his name, Super Meat Boy (2010) – sequel to the 2008 online and free-to-play Meat Boy – is a love letter to the 8-bit platformers of the 1980s and 1990s. Super Meat Boy is also a love letter to players who poured countless hours into those often grueling and unforgiving side-scrolling adven- tures. The game was a breakout hit for its creators Edmund McMil- len and Tommy Refenes (Team Meat), with Super Meat Boy (SMB) earning a number of “Game of the Year” awards and going “platinum” (selling over a million copies) in only a few short months (Yin-Poole, 2012, n.p.). SMB’s success is no accident; indeed, the reason for the game’s critical and popular reception is (at least) two-fold. First, it lures gamers to it with its incisive, self-conscious aesthetic and intertextual references. SMB’s tongue-in-cheek characters and its thoroughgoing black humor satirize the common platforming mechanics and narrative conventions from yesteryear. The game clearly knows and appreciates where it came from. But this by itself would amount to little more than win- dow-dressing were there nothing more to hang these cosmetic design choices on. After all, video gamers are not for want of retro-chic titles that openly trade in gaming nostalgia. -
Tese Ivan Mussa Tavares Gomes.Pdf
Universidade do Estado do Rio de Janeiro Centro de Educação e Humanidades Faculdade de Comunicação Social Ivan Mussa Tavares Gomes O jogador descentralizado: comunicação humano-videogame no contexto pós-Minecraft Rio de Janeiro 2018 Ivan Mussa Tavares Gomes O jogador descentralizado: comunicação humano-videogame no contexto pós- Minecraft Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós- graduação em COMUNICAÇÃO, da Universidade do Estado do Rio de Janeiro. Área de concentração: Comunicação Social. Orientador: Prof. Dr. Vinicius Andrade Pereira Rio de Janeiro 2018 CATALOGAÇÃO NA FONTE UERJ / REDE SIRIUS / BIBLIOTECA CEH/A M989 Mussa, Ivan. O jogador descentralizado: comunicação humano-videogame no contexto pós-Minecraft / Ivan Mussa Tavares Gomes. – 2018. 212 f. Orientador: Vinicius Andrade Pereira. Tese (Doutorado) – Universidade do Estado do Rio de Janeiro. Faculdade de Comunicação Social. 1. Comunicação Social – Teses. 2. Videogames – Teses. 3. Jogador – Teses. I. Pereira, Vinicius Andrade. II. Universidade do Estado do Rio de Janeiro. Faculdade de Comunicação Social. III. Título. es CDU 316.77 Autorizo, apenas para fins acadêmicos e científicos, a reprodução total ou parcial desta tese, desde que citada a fonte. ___________________________________ _______________ Assinatura Data Ivan Mussa Tavares Gomes O jogador descentralizado: comunicação humano-videogame no contexto pós- Minecraft Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós- graduação em COMUNICAÇÃO, da Universidade do Estado do Rio de Janeiro. Área de concentração: Comunicação Social. Aprovado em 27 de abril de 2018. Banca examinadora: Prof. Dr. Vinícius Andrade Pereira (orientador) Universidade do Estado do Rio de Janeiro - UERJ Profª. Drª. -
Teaching and Motivating Players Through Failure in Difficult Games Anthony Bushner Purdue University
Purdue University Purdue e-Pubs Open Access Theses Theses and Dissertations January 2015 Press A to Retry: Teaching and Motivating Players Through Failure in Difficult Games Anthony Bushner Purdue University Follow this and additional works at: https://docs.lib.purdue.edu/open_access_theses Recommended Citation Bushner, Anthony, "Press A to Retry: Teaching and Motivating Players Through Failure in Difficult Games" (2015). Open Access Theses. 1095. https://docs.lib.purdue.edu/open_access_theses/1095 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. Graduate School Form 30 Updated 1/15/2015 PURDUE UNIVERSITY GRADUATE SCHOOL Thesis/Dissertation Acceptance This is to certify that the thesis/dissertation prepared By Anthony Bushner Entitled Press A to Retry: Teaching and Motivating Players Through Failure in Difficult Games For the degree of Master of Arts Is approved by the final examining committee: Samantha Blackmon Chair Nathan Johnson Co-chair Thomas Rickert Co-chair Michael Salvo To the best of my knowledge and as understood by the student in the Thesis/Dissertation Agreement, Publication Delay, and Certification Disclaimer (Graduate School Form 32), this thesis/dissertation adheres to the provisions of Purdue University’s “Policy of Integrity in Research” and the use of copyright material. Samantha Blackmon Approved by Major Professor(s): Nancy J. Petterson 07/24/2015 Approved by: Head of the Departmental Graduate Program Date i PRESS A TO RETRY: TEACHING AND MOTIVATING PLAYERS THROUGH FAILURE IN DIFFICULT GAMES A Thesis Submitted to the Faculty of Purdue University by Anthony James Bushner In Partial Fulfillment of the Requirements for the Degree of Master of Arts August 2015 Purdue University West Lafayette, Indiana ii To my family and the countless other networks that support me in all that I do. -
Humour in Video Games: Play, Comedy, and Mischief Department Media Degree Programme MA in New Media Year 2013 Number of Pages 77+7 Language English
Humour in Video Games Play, Comedy, and Mischief Anne-Marie Grönroos Aalto University School of Art, Design and Architecture Department of Media Media Lab Helsinki Master’s Thesis March 2013 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Anne-Marie Grönroos Title of thesis Humour in Video Games: Play, Comedy, and Mischief Department Media Degree programme MA in New Media Year 2013 Number of pages 77+7 Language English Abstract This thesis studies how humour is used in non-abstract video games, focusing on the player’s agency and emergent humour. Humorous qualities of games are analysed in light of film comedy techniques and the main three theories of humour: incongruity, superiority, and relief. Instances of humour are further examined through game mechanics, characters, and the game world, and by putting the single elements into the larger contexts of building narratives and player behaviour. It is found that the player’s role in certain types of humour differs from non-interactive media: players can either initiate humorous instances or become their victims. Allowing for the player’s input even in scripted sequences personalises the experience. Characters, the game world, and especially game mechanics offer ways to create emergent humour, particularly when the narrative is fused with the gameplay, and surprising the players is effective for eliciting both emergent and scripted humour. Humour can be used to push the boundaries of social contracts between players and the player and the designer. It is suggested that the unique features of games are not currently used to their full extent when it comes to humour, and the role of the player is the key into taking advantage of them. -
A Brief History of Videogames
A brief History of Videogames piero scaruffi September 2021 www.scaruffi.com/art/videogames.html Unfortunately, this presentation seems to work only with Firefox and Internet Explorer. Sources of images: •mobygames.com •webdesignerdepot.com •the manufacturers •ads in magazines Prehistory • 1962: Spacewar I Prehistory • 1974: Jim Bowery‘s Spasim for PLATO • 1974: Greg Thompson’s Arpanet version of Maze Wars, precursor of virtual worlds • 1974: John Daleske’s Empire III for PLATO Arcade Era • 1971: Nolan Bushnell's and Ted Dabney's "Computer Space" • 1972: Atari’s Pong Arcade Era • 1978: Tomohiro Nishikado’s Space Invaders • 1980: Toru Iwatani’s Pac-Man • 1980: Ed Rotberg’s Battlezone • 1981: Eugene Jarvis’ Defender • 1981: Shigeru Miyamoto’s Donkey Kong Arcade Era Arcade Era • 1982: Williams Electronics arcade games contain custom 16-color bitmap chips • 1985: Commodore Amiga's custom graphics chip Console Era • 1972: Magnavox Odyssey, the first videogame console • 1976: Fairchild's Video Entertainment System, first console based on a microprocessor • 1977: Atari 2600 • 1979: Milton Bradley’s handheld Microvision • 1980: Nintendo’s Gemu & Uotchi/ Game & Watch Console Era • 1983: Nintendo Famicom (later Nintendo Entertainment System) • 1983: Crash of console market • 1988: Sega Mega-Drive/Genesis • 1989: Nintendo's handheld Game Boy Game Design Era • 1979: Activision , the first company to focus on game design • 1982: Trip Hawkins founds Electronic Arts • 1982: Enix founded in Japan • 1982: George Lucas founds Lucasfilm Games Game Design Era • Malcolm Evans’ 3D Monster Maze (1981) for the Sinclair ZX81 • David Crane’s Pitfall! (1982) for the Atari 2600 • John O'Neill Lifespan (1983) for the Atari • Jaron Lanier’s Moondust (1983) for the Commodore Rogue games 1976: Will Crowther’a Colossal Cave Adventure (on a PDP-10) 1980: Michael Toy and Glenn Wichman's Rogue (on Unix) 1982: Jay Fenlason's Hack Multi-player games • 1983: Dan Bunten's M.U.L.E. -
The New Cultural Economy of Digital Game Production A
UNIVERSITY OF CALIFORNIA Santa Barbara An Industry of Indies: The New Cultural Economy of Digital Game Production A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media Studies by John Robert Vanderhoef II Committee in charge: Professor Michael Curtin, Co-Chair Professor Anna Everett, Co-Chair Professor Constance Penley Professor Lisa Parks Professor Alenda Chang Professor Matthew T. Payne September 2016 The dissertation of John Robert Vanderhoef II is approved. _____________________________________________________ Alenda Chang _____________________________________________________ Matthew T. Payne _____________________________________________________ Lisa Parks _____________________________________________________ Constance Penley _____________________________________________________ Anna Everett, Committee Co-Chair _____________________________________________________ Michael Curtin, Committee C-Chair June 2016 An Industry of Indies: The New Cultural Economy of Digital Game Production Copyright © 2016 by John Vanderhoef iii PREFACE AND ACKNOWLEDGEMENTS Like any scholarly work, this dissertation is the result of years of collaboration, mentorship, and guidance by many talented and generous people. First, I would like to thank the members of my dissertation committee, Michael Curtin, Anna Everett, Matthew T. Payne, Lisa Parks, Constance Penley, and Alenda Chang for their intellectual and material support throughout my time at UCSB and while engaged with this project. Each has contributed invaluable suggestions and resources that have enriched the project in ways both profound and subtle. I have had the opportunity to take many classes at UCSB as a PhD student. Each and every professor I have had the privilege of studying under has helped shape me as a scholar and inspired aspects of this project. Some professors I did not study under, but instead encountered through department socializing, organized events, or through other facets of academic life. -
How Game Titles Work
How Game Titles Work A talk by Leonard Richardson (he/him, www.crummy.com) How Game Titles Work A talk by Leonard Richardson (he/him, www.crummy.com) How Game Titles Work A talk by Leonard Richardson (he/him, www.crummy.com) Form Warning ● There’s a lot of text on these slides. ● I won’t read it all -- you don’t have to, either. ● It’s mostly game names: examples of whatever rule I’m talking about. ● I’ll be publishing these slides so you can come back later. ● Oh, and I’m only covering the English names of games. How I Got Into This "Mallory" (2008): Six fictional games ● Mutant’s Revenge ● Renegade (OOPS, THIS WAS A REAL GAME TITLE) ● Folded Time ● Folded Space ● Bad Town Misfits ● Glaivar How I Got Into This Constellation Games (2011): Thirty-three fictional games! ● Brilhantes Poneis ● Lost Empires: Inca ● Fondant Fury ● Caveman Chaos ● Proty's Big Escape ● Micro Mike ● City, in Darkness ● Bit Boy (became a real game while ● Squirtd! ● Dragon's Dice I was writing) ● Outsourced Tech Support ● Blizzard Lizard ● Quexx ● Mestre Bolo ● Starfarer ● Temple Sphere ● Big Time Mechanic ● Weapon Eternal ● Sun/Voice 2 ● Big Time Zookeeper ● Mutant's Revenge ● Recoil ● Anasazi ● Smarty Pets: Pony ● Give 'em Hell ● Tangent Go Thru Stable Extra ● Limited Nuclear ● Dana Light Is: ● Exchange Frosting Frenzy Unauthorized ● Dress Shop ● Super Slide Dance ● Constellation: Disputed ● Challenge Knitja Space How I Got Into This Constellation Games (2011): Thirty-five fictional games made by space aliens! ● Gatekeeper ● A Tower of Sand ● Handle the Real Style