Quests: Design, Theory, and History in Games and Narratives

148.99

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Quests: Design, Theory, and History in Games and Narratives

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: * level design * quest item creation * NPC and dialogue construction * scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com

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Specificaties: Quests: Design, Theory, and History in Games and Narratives

Taal

Engels

Bindwijze

Hardcover

Druk

0002

Verschijningsdatum

april 2022

Aantal pagina's

222 pagina's

Illustraties

Nee

Auteur(s)

Jeff Howard

Uitgever

Taylor & Francis Ltd

EAN

9780367686079

Studieboek

Nee

Verpakking breedte

178 mm

Verpakking hoogte

254 mm

Verpakking lengte

254 mm

Categorieën

Kunst & Fotografie Vrije tijd & Hobby Strategy Guides Games Gamen Industrieel ontwerp Quizzen & Spelletjes Strategy Guides Productdesign Boeken

Boek, ebook of luisterboek?

Boek

Aanraders

Te reserveren

Studieboek of algemeen

Algemene boeken

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Quests: Design, Theory, and History in Games and Narratives
Quests: Design, Theory, and History in Games and Narratives

148.99

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