The Future of Game Feel The Future of Input The Future of Response The Future of Context The Future of Polish The Future of Metaphor The Future of Rules Summary Index A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Recommend Papers Games I Want to Make 1,000 Marios Window on the World Spatial Relationships and Intimacy Invisible Avatars Tune Summary Chapter 19. Principles of Game Feel Predictable Results Instantaneous Response Easy but Deep Novelty Appealing Response Organic Motion Harmony Ownership Summary Chapter 18. Raptor Safari Game Overview Input Response Context Polish Metaphor Rules Summary Chapter 17. Super Mario 64 What's Important? Input Response Running Speed and Direction Modulating Upward Velocity Switches to Ducking or Sliding States Triggering Attack Moves Context Polish Metaphor Rules Summary Chapter 16. Bionic Commando Input Response Context Polish Metaphor Rules Summary Chapter 15. Super Mario Brothers Input Response Summary Chapter 14. Asteroids The Feel of Asteroids Input Response Simulation Context Polish Metaphor Rules Summary Chapter 13. Rules Metrics High-Level Rules Medium-Level Rules Low-Level Rules Summary Chapter 12. Metaphor Metrics Real, Iconic and Abstract Summary Chapter 11. Polish Metrics The Feel of Everyday Things Types of Polish Summary Chapter 10. Context Metrics High-Level Context: The Impression of Space Impressions of Speed and Motion The Impression of Size Medium-Level Context Low-Level Context Summary Chapter 9. Response Metrics Attack, Decay, Sustain and Release Input and Response Sensitivity Summary Chapter 8. Input Metrics Micro Level: Individual Inputs Input Measurement Examples Macro Level: The Input Device as a Whole Tactile Level: The Importance of Physical Design Summary Chapter 7. Hard Metrics What's Important to Measure Summary Chapter 6. Beyond Intuition: Metrics for Game Feel Why Measure Game Feel? Soft Metrics vs. Mechanics of Game Feel Mechanics: Game Feel Atoms Applying the Criteria Summary Chapter 5. The Game Feel Model of Interactivity The Human Processor The Computer The Senses The Player's Intent Summary Chapter 4. Game Feel and Human Perception When and How Does Real-Time Control Exist? The Computer Side of Things Some Implications of Perception for Game Feel Summary Chapter 3. Defining Game Feel The Three Building Blocks of Game Feel Experiences of Game Feel Creating Game Feel Summary Chapter 2. Table of contents : Front Cover Game Feel: A Game Designer’s Guide to Virtual Sensation Copyright Page Table of Contents Acknowledgments About the Author Introduction About This Book Chapter 1.
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