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Aleksandar Marković

GAME DESIGN 101
Game Design 101

 Šta je igra?
 Zabava kao osnovni princip dizajna
 Mehanizmi zabave
 Funkcionalni dizajn
Igra i zabava

 Igra je interaktivni sistem
 Zabava je biohemijski proces
 Mehanizmi zabave:
   Problem (prepreka, izazov)
   Progres
   Kontekst
Problem (prepreka, izazov)

 Balans
 Repetetivnost
 Feedback
Progres

 Težina igre
 Poželjne
  karakteristike
 Dugotrajnost
Kontekst

   Grafika i zvuk
   Narativ
   Setting
   Socijalni aspekt (kompetativnost)
   Real life korist
   Open-world vs. linear
Mehanizmi dizajna igara

 Problem (prepreka, izazov)
 Progres
 Kontekst
Cheats

 feedback + kontekst > problem
 lažiranje progresa
 kontekst kao game seller
   Setting
   Socijalizacija
 casual vs. hardcore
Zabava?

 Adiktivnost
 Viralnost
 Mogucnost monetarizacije
 Postojeća funkcionalnost
Resursi

 gamasutra.com
 kotaku.com
 gameschangedmylife.com
 bogost.com
 penny-arcade.com
 diygamer.com
 The Art of Computer Game Design, Chris
  Crawford
 A Theory of Fun for Game Design, Raph Koster
Credits

 nordeus.eu/jobs


 aleksandar.markovic@wasd.rs
Pitanja

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Game Design 101

Hinweis der Redaktion

  1. pregled
  2. ovde ide pomalogusackiosnovnideo price, i zasnivanjeinteraktivnosti i zabavekaoosnovnihpremisadizajnaigara. bitnojernasuvodi u sustinskopitanjedizajnaigara, sta je to zabavno?zabavakaobiohemijskiproces u organizmu. mehanizmiindukovanjazabave.ovde se uvodeosnovna tri pojmacelogpredavanja, kao tri glavnamehanizmaindukovanjazabave u igracu
  3. osnovnajedinicagejmpleja. kratkoobjasnjenjereakcijenaprobleme i izazove u igrama. ucenjekrozsavladjivanjeprepreka. primerdobra meradizajnaproblema u igrama:-balansirepetativnostkakouticunazadovoljstvokojedobijamosavladjivanjemproblema. Najbolje je kadaucimo.primerdvapojmajakobitna u savremenomdizajnu:-feedbackFeedback morabitidobarstasusredstva i kako se koriste u dizajnu i balansiranju.sta je feedback i zasto je bitan. primer. game loop kaopovratnaspregaproblema, sredstva i feedback-a.
  4. sta je progres i kakogaigracpercepira. krivaprogresa- (dijagramkriveprogresa)karakteristike 'dobre' kriveprogresa. Najboljeako je u pitanjukrivavestineigraca.primer-dubinadubinakaokarakteristikaigre. nivoistrateskograzmisljanja-dugotrajnostdugotrajnostkaokoncept. zasto se vracatiigri?
  5. kontekstkaosvestonijedirektno u funkciji game loop-a.kadacujemo o kontekstu? mnogostastosmatramointegralnimdelom video igarazapravo i nije game mechanics veckontekst. primer. kratkoobjasnjenjezasvakiaspektmanifestacijekonteksta. kontekstnijejedinstvenaopcija, jednaigramozeimati vise ilinijedan. primer.
  6. uvedeno je dostanovihpojmova do ovde. sadakratakrezimesvegapomenutog, prilika da se na par minutapublikaodmoripredposlednjadvaslajda, kojisvestavljaju u primenljiv, gejmifikovankontekst. primer igrekojaukljucujesvegorepomenuto.
  7. mogucnostiodstupanja od paradigme. pogotovukorisnokada je dizajn u funkcijineceg, kaosto je gejmifikacija.
  8. Igresuskupe. Nekotajkesdaje. Tajnekoganajcescehocenazad. Ili, gejmifikacija.razmatranjezabavekaocentralnogprinicpadizajna. kratakpomenjos par pojmovanakojece u primeniovogmorati da obratepaznju. paradigmaostajeista.kratakopisovihprinicpa. josjedanpomen toga da generalnaparadigmazabaveostajevecmanepromenjena, sveostaleaktivnostivezanezaigru u funkcijisuzabave
  9. kratak kratak opis svega navedenogExtra creditz je na PA.
  10. ako neko zeli da se bavi igrama, neka pocne odmah, vreme je sjajno za to.they're hiring!kontaktinformacije.
  11. ako neko zeli da se bavi igrama, neka pocne odmah, vreme je sjajno za to.they're hiring!kontaktinformacije.