PRINCIPLES FOR THE DEVELOPMENT OF CHECKS IN THE FIELD OF GAME DESIGN

Authors

DOI:

https://doi.org/10.30890/2567-5273.2019-07-01-008

Keywords:

game design, gameplay, metric, empathy, character, non-gaming characters, avatar, computer game

Abstract

The present article reveals, structures and analyzes the main stages of character development from the standpoint of the selection of artistic expressive means and various technological limitations imposed by the digital environment, in which a game proje

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References

Казакова Н. Ю., Назаров Ю. В. История возникновения гейм-дизайна как самостоятельной формы визуального искусства. Жанры видеоигр и основные этапы их разработки // Дизайн и технология. – 2015. – № 43. – С. 91–99.

Dille F., Platten J. The ultimate guide to video game writing and design. – New York: Random House, Inc., 2007. – 272 p.

Mori M. The uncanny valley // IEEE Robotics & Automation Magazine. – 2012.

McCloud S. Understanding Comics. Harper, 1993. – 200 p.

Assassin's Creed. The Art Of. – Assassin's Creed Publisher, 2014. – 216 p.

Hogarth W. The analysis of beauty. – Paul Mellon Centre BA, 1997. – 200 p.

Skolnick E. Video Game Storytelling. – Watson-Guptill Publications, Berkeley, 2014. – 134 p.

Rogers S. Level up. The guide to great video game design. – A John Wiley & Sons, Ltd., Publications, 2010. – 550 p.

References:

Kazakova N. Yu., Nazarov Yu. V. The history of the emergence of game design as an independent form of visual art. Video game genres and the main stages of their development // Design and technology. – 2015. – № 43. – С. 91–99.

Dille F., Platten J. The ultimate guide to video game writing and design. – New York: Random House, Inc., 2007. – 272 p.

Mori M. The uncanny valley // IEEE Robotics & Automation Magazine. – 2012.

McCloud S. Understanding Comics. Harper, 1993. – 200 p.

Assassin's Creed. The Art Of. – Assassin's Creed Publisher, 2014. – 216 p.

Hogarth W. The analysis of beauty. – Paul Mellon Centre BA, 1997. – 200 p.

Skolnick E. Video Game Storytelling. – Watson-Guptill Publications, Berkeley, 2014. – 134 p.

Rogers S. Level up. The guide to great video game design. – A John Wiley & Sons, Ltd., Publications, 2010. – 550 p.

Published

2017-04-29

How to Cite

Петровская, Ю., Билинкевич, О., & Кузьмич, В. (2017). PRINCIPLES FOR THE DEVELOPMENT OF CHECKS IN THE FIELD OF GAME DESIGN. Modern Engineering and Innovative Technologies, 1(07-01), 33–38. https://doi.org/10.30890/2567-5273.2019-07-01-008

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Section

Articles