CORE DESIGN TECHNIQUE: "Objectives & Motivators" LECTURE
Автор: The Unreal Takeaway
Загружено: 2025-02-09
Просмотров: 401
Описание:
University lecture with Industry Examples (Tomb Raider, MTG)
Delivered to my 25+ cohort of Game Design students, Sept 2023 at York St. John University, thanks to a great and engaged class!
Please note delivered Objective slides vary from provided (book) Game Design Fundamentals Objective lecture slides, and are abridged from a 1 hour lecture.
TITLES AND TIMESTAMPS:
00:00 Introduction - Objectives and Motivators
00:30 Usp (Unique selling point) Corner
02:00 Macro (Main) Objectives
02:13 Narrative Structures: Inciting incidents
04:19 Macro/Core objectives in games
06:19 Tomb Raider - objectives in level design
07:37 Tomb Raider - save crystals and designing jeapordy
10:44 Tomb Raider - TRC's and TLC's
12:46 Intrinsic and Extrinsic motivators in games
17:30 Skinner Box as behavioural motivators (interval reward schedules, etc.)
20:02 MTG - Micro transactions, "cash rich, time poor"
20:31 (SOME) Behavioural modifiers, long and short term goals, etc. (Design toolbox)
22:25 Objectives and motivators, readability, breadcrumbing etc. (LEVEL DESIGN TOOLBOX)
WANT MORE TECHNIQUES? This LECTURE is an ABRIDGED EXCERPT from my BOOK: Teaching Video Game Design Fundamentals: A Guide for Educating with Practical Examples and Learning Materials. (Andy Sandham, Routledge/Taylor and Francis/CRC Press 2025) LINKS BELOW:
ROUTLEDGE/TAYLOR AND FRANCIS https://www.routledge.com/Teaching-Vi...
AMAZON https://www.amazon.co.uk/stores/Andy-...
CONTINUE WATCHING THE FULL COMMON DESIGN TECHNIQUE PLAYLIST HERE!
• PRO DESIGN TIP - Clear Objectives: "Super ...
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