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Game Design Deep Dive - Joshua Bycer

Game Design Deep Dive

Real-Time Strategy

(Autor)

Buch | Softcover
166 Seiten
2025
CRC Press (Verlag)
978-1-032-75697-4 (ISBN)
CHF 78,50 inkl. MwSt
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This book focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of esports. It has seen the most fundamental changes as a genre than anything else, and Game Design Critic Josh Bycer will talk about the history and where it stands today with regards to its relevancy in the market.
Game Design Deep Dive: Real‑Time Strategy focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of eSports. It has seen more fundamental changes as a genre than any other genre, and Game Design Critic Josh Bycer will talk about its history and where it stands today with regard to its relevancy in the market.

Key Features:






Discusses balancing and designing asymmetrical features and units.



Explores user interface (UI)/user experience (UX) design and building effective GUIs.



Examines the differences between multiplayer and single‑player balancing and how to appeal to both audiences.



Provides predictions on the next big trend for the genre.

Joshua Bycer is a Game Design Analyst with over a decade of experience writing for major sites, doing YouTube, and the author of the Game Design Deep Dive series. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.

Preface

Acknowledgements

Social Media

Additional Books

Chapter 1 The Goal of This Book

Studying Strategy

The Different Shades of Strategy Design

Chapter 2 Early RTS Design

Herzog Zwei and Dune 2

The Rise of Command and Conquer

The Impact of Starcraft

The Age of Empires

The Golden Age of RTS

Chapter 3 The Basics of RTS Design

What is an RTS?

The Trinity of Strategies

A Study of Asymmetrical Design

Macro vs. Micro Play

Balancing Rock, Paper, and Scissors

Chapter 4 When Strategy Shrunk Down

The Fall of Command and Conquer

The War and Stars of Blizzard

Shrinking the Field with Relic Entertainment

The 2000’s era of RTS

Chapter 5 The 2010’s Strategy Transformation

Understanding MOBA and League of Legends

The Esport Evolution

Why did MOBAs overtake RTS?

When RTS Went Indie

Chapter 6 The Role of Asymmetrical Balance

How Far Can You Go?

Comparing Oranges to Apples

Keeping Consistency

Chapter 7 UIs and GUIs

Why The Focus Here

UI/UX Basics

The Main Screen GUI

UI/UX Practices for Micro and Macro

What Is a Bad UI?

Chapter 8 Advanced RTS Design

Macro vs. Micro Design

Creating Singleplayer Content

Raising Your Army

Multiplayer Matches

The Challenge of Long-Term Support

The Pros and Cons of Customization

Chapter 9 What is the Future of the Genre?

Can RTS Bounce Back?

New Influences for the Genre

Chapter 10 Conclusion

Making the Genre Work for Modern Audiences

Glossary

Erscheinungsdatum
Reihe/Serie Game Design Deep Dive
Zusatzinfo 3 Tables, black and white; 100 Halftones, color; 100 Illustrations, color
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-032-75697-7 / 1032756977
ISBN-13 978-1-032-75697-4 / 9781032756974
Zustand Neuware
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