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Йщвð¾ð´ оñ‡Ñ⁄еñ‡Ð° нð° Ð АННОТАЦИЯ Работа Писарева Дмитрия Александровича выполнена на тему «Разработка компьютерной игры в жанре Adventure horror». Актуальность работы обусловлена быстрым ростом объема рынка компьютерных игр и высокий спрос данной продукции у пользователей. Объектом исследования является компьютерная игра в жанре adventure horror – «Divine Providence», предметом – игровые механики adventure horror игр. Цель данной работы – разработка компьютерной игры в жанре adventure horror, отвечающей современным тенденциям рынка компьютерных игр, с учетом требований заказчика. Магистерская диссертация имеет структуру в виде разделения на две главы: теоретическую и практическую, введение, заключение, список источников. Результатом работы является прототип игрового приложения с использование программного обеспечения Unity. Магистерская диссертация содержит: 71 страницу, 35 рисунков, 1 таблицу, 72 литературных источника. 3 ANNOTATION The study of Pisarev Dmitry was done the topic «Development of computer game in adventure horror genre». The relevance of the study is due to the rapid growth of the market for computer games and the interest of users in this product. The object of the study is computer game in adventure horror genre – «Divine Providence», the subject – game mechanics of adventure horror genre. The purpose of the study is to develop a computer games in the adventure horror genre that meets current trends in the computer games market, taking into account customer requirements. The master's thesis has a structure in the form of a division into two chapters: theoretical and practical, introduction, conclusion, list of references. The result of the work is a prototype computer gaming application with using Unity technologies software. Master’s thesis contains: 71 pages, 35 figures, 1 table, 72 references. 4 ОГЛАВЛЕНИЕ Введение ................................................................................................................... 7 Глава 1 Особенности разработки adventure horror игр ...................................... 10 1.1 Описание предметной области .......................................................... 10 1.2 Особенности игровых механик жанра adventure horror .................. 11 1.2.1 Механизмы прогрессии .......................................................... 12 1.2.2 Экономические механизмы ................................................... 14 1.2.3 Тактические механизмы ......................................................... 15 1.3 Обзор игр–аналогов ............................................................................ 16 1.3.1 Slender: The Arrival ................................................................. 16 1.3.2 SCP: Containment Breach ........................................................ 18 1.3.3 Outlast ....................................................................................... 19 1.3.4 Dead space ................................................................................ 21 1.3.5 Resident evil 3 (Remake).......................................................... 22 1.3.6 The Last of Us .......................................................................... 24 1.3.7 Until dawn................................................................................. 25 1.4 Выбранные механики и особенности ............................................... 26 Глава 2 Разработка прототипа компьютерной игры .......................................... 28 2.1 Выбор среды разработки .................................................................... 28 2.1.1 Unreal Engine 4 ........................................................................ 29 2.1.2 Cry Engine 5 ............................................................................. 31 2.1.3 Unity ......................................................................................... 32 2.2 Выбор средств разработки ................................................................. 33 2.2.1 Средство для написания и отладки кода .............................. 34 5 2.2.2 Средство редактирования трехмерной графики .................. 34 2.2.3 Средство текстурирования моделей ..................................... 35 2.3 Проектирование игрового приложения ............................................ 36 2.3.1 Составление дизайн документов ........................................... 36 2.3.2 Проектирование архитектуры игры ...................................... 38 2.4 Реализация ........................................................................................... 42 2.4.1 Ресурсы игры ........................................................................... 42 2.4.2 Использование встроенных инструментов Unity ................ 45 2.4.3 Инструменты для создания пользовательского интерфейса ........................................................................................... 53 2.4.4 Использование инструментов постобработки ..................... 55 2.4.5 Инструменты работы со сценой ............................................ 56 2.4.6 Использование сторонних инструментов ............................ 57 2.4.7 Апробация прототипа ............................................................. 61 Заключение ............................................................................................................ 63 Список используемых источников ...................................................................... 65 6 ВВЕДЕНИЕ В настоящее время с развитием цифровых технологий современные компьютерные игры стали неотъемлемой частью человеческого рода деятельности, при этом являясь не просто элементом досуга, а неся в себе глубокую смысловую нагрузку. Игровые подходы активно встраиваются в другие виды деятельности человека, такие как учеба или работа. Компьютерные игры – это огромный сегмент индустрии развлечений, постоянно развивающийся и растущий. C каждым годом появляются множество новых игр разнообразных жанров на различные платформы, а игровые корпорации готовы тратить огромные средства на разработку новых, либо на продолжение уже существующих и получивших огромную популярность игр. Так согласно статистике аналитического агентства Newzoo [48] объем рынка компьютерных игр на 2019 год составляет $148,8 млрд., при этом за период 2018-2022 совокупный среднегодовой темп роста будет составлять 8,1% [31]. Все это говорит не только о быстром развитии рынка, как самих игр, так и игровых платформ, но и о постоянно растущих потребностях пользователей, что определяет актуальность данной работы. Развитие технологий позволяет направить силы в сторону улучшения визуальной составляющей, таким образом, можно сказать, что индустрия компьютерных игр, выступает на равных с индустрией кино. Но, в отличии с индустрией кино, игры обладают возможностью взаимодействия с протекающим игровым процессов в реальном времени, с возможностью влиянии на исход событий, что усиливает эффект присутствия и позволяет пользователям глубже погружаться в виртуальный игровой мир [16]. Поэтому компьютерные игры остаются одной из самых популярных форм развлечения в мире, и множество игроков готовы проводить по несколько часов в день, играя в различные стратегии, шутеры, хорроры, MMORPG [18]. 7 Одним из наиболее популярных жанров компьютерных игр является adventure horror, который представляет собой интерактивную историю с яроко выраженным акцентом на нагнетание атмосферы тревоги и страха, а также выживание игрового персонажа, подобно сюжетам фильмов ужасов и литературных произведений. Наиболее важным элементом данного жанра игр является сюжетное повествование и исследование мира, а также решение логических задач, которые потребуют от игрока умственных усилий. Не смотря на сходство данного жанра с другими видами приключенческих игр, стоит отметить, что в процессе игры пользователь не ощущает полноценного контроля над происходящими событиями. Это достигается различными игровыми механиками – набором возможностей, которые определяют возможности интерактивного взаимодействия между пользователем и игровым миром или так называемый геймплей (от англ. gameplay) [32]. Не только качество визуального контента привлекает пользователей будущей игры, а также новый игровой контент, новые игровые механики или новые сочетания уже имеющихся механик. Ведь если пользователю понравится пройденная игра, то он с большой вероятностью будет искать подобную игру, но более качественную и популярную, с хорошими отзывами других пользователей. Поэтому большую часть времени геймдизайнеры уделяют проектированию будущего продукта, его механикам и игровому контенту, поскольку от этого зависит не только будущий рейтинг игры и разработчика внутри игрового сообщества, но и прибыль от продаж. Объект исследования – компьютерная игра в жанре adventure horror – «Divine Providence». Предмет исследования – игровые механики adventure horror игр. Цель работы – разработка компьютерной игры в жанре adventure horror, отвечающей современным тенденциям рынка компьютерных игр, с учетом требований заказчика. Для достижения поставленной цели требуется решить следующие задачи: 8 1. Выявить среди игр-аналогов игровые механики. 2. Выбрать игровой движок и программные средства разработки. 3. Спроектировать архитектуру игры. 4. Реализовать MVP прототип игрового приложения. 5. Апробировать игру. В основу теоретико-методической базы входят труды, посвященные разработке компьютерных игр и проектированию игровых механик, созданных бывшими, так и действующими разработчиками, такие как E. Adams, C. Bateman, C. Crawford, A. Rollings. Также для реализации данного приложения были рассмотрены документации к множеству программ,
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