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继续前面的内容。
2000年
Artists and Game Design Documents: From Interpretation to Implementation
URL: http://www.gamasutra.com/features/20000104/gordon_01.htm
Designing for Kids: Infusions of Life, Kisses of Death
URL: http://www.gamasutra.com/features/20000112/kids_01.htm
Cyberspace in the 21st Century: Mapping the Future of Massive Multiplayer Games
URL: http://www.gamasutra.com/features/20000120/fitch_01.htm
A Letter from a Dungeon
URL: http://www.gamasutra.com/features/designers_notebook/20000126.htm
Rising from the Ranks: Ratings for Multiplayer Games
URL: http://www.gamasutra.com/features/20000209/kreimeier_01.htm
Environmental Storytelling:Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
URL: http://www.gamasutra.com/features/20000301/carson_01.htm
Constructive Politics in a Massively Multiplayer Online Roleplaying Game
URL: http://www.gamasutra.com/features/20000309/mihaly_01.htm
Online Justice Systems
URL: http://www.gamasutra.com/features/20000321/sanderson_01.htm
Designing Design Tools
URL: http://www.gamasutra.com/features/20000323/rouse_01.htm
Bad Game Designer, No Twinkie! II
URL: http://www.gamasutra.com/features/designers_notebook/20000331/index.htm
Environmental Storytelling, Part II: Bringing Theme Park Environment Design Techniques to the Virtual World
URL: http://www.gamasutra.com/features/20000405/carson_01.htm
Puzzled at GDC 2000: A Peek Into Game Design
URL: http://www.gamasutra.com/features/20000413/kreimeier_01.htm
Playing for Keeps: Developing Casino Games
URL: http://www.gamasutra.com/features/20000424/gambling_01.htm
Cutting to the Chase: Cinematic Construction for Gamers
URL: http://www.gamasutra.com/features/20000518/barwood_01.htm
Death (and Planescape: Torment)
URL: http://www.gamasutra.com/features/designers_notebook/20000519/index.htm
Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games, Part Two
URL: http://www.gamasutra.com/features/20000607/watrall_01.htm
A Primer for the Design Process, Part 1: What to Do
URL: http://www.gamasutra.com/features/20000630/huntsman_01.htm
A Primer for the Design Process, Part 2: What to Think About
URL: http://www.gamasutra.com/features/20000707a/huntsman_01.htm
A Primer for the Design Process, Part 3: What You Need
URL: http://www.gamasutra.com/features/20000714/huntsman_01.htm
Designer's Notebook: Casual Versus Core
URL: http://www.gamasutra.com/features/20000801/adams_01.htm
Using the Hero's Journey in Games
URL: http://www.gamasutra.com/features/20001127/dunniway_01.htm
Designing Need-Based AI for Virtual Gorillas
URL: http://www.gamasutra.com/features/designers_notebook/20001222/adams_01.htm
2001年
Dogma 2001: A Challenge to Game Designers
URL: http://www.gamasutra.com/features/20010129/adams_01.htm
It's All in Your Mind : Visual Psychology and Perception in Game Design
URL: http://www.gamasutra.com/features/20010309/duvall_01.htm
An Interview with Epic's Tim Sweeney
URL: http://www.gamasutra.com/features/20010406/foreman_01.htm
Brian Moriarty on Text RPGs and Skotos Tech
URL: http://www.gamasutra.com/features/20010409/adams_01.htm
Behavioral Game Design
URL: http://www.gamasutra.com/features/20010427/hopson_01.htm
Interview with Minh Le
URL: http://www.gamasutra.com/features/20010530/foreman_01.htm
Games with a Day Job: Putting the Power of Games to Work
URL: http://www.gamasutra.com/features/20010601/gardner_01.htm
Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment
URL: http://www.gamasutra.com/features/20010615/luban_01.htm
Game Design: Theory and Practice, Chapter Seven, The Elements of Gameplay
URL: http://www.gamasutra.com/features/20010627/rouse_01.htm
Replayability, Part 2: Game Mechanics
URL: http://www.gamasutra.com/features/20010703/adams_01.htm
Designing Interactive Theme Park Ridesessons From Disney's Battle for the Buccaneer Gold
URL: http://www.gamasutra.com/features/20010706/schell_01.htm
Instant Replay : Building a Game Engine with Reproducible Behavior
URL: http://www.gamasutra.com/features/20010713/dickinson_01.htm
Where's the Design in Level Design?, Part One
URL: http://www.gamasutra.com/resource_guide/20010716/pagan_01.htm
Where's the Design in Level Design?, Part Two
URL: http://www.gamasutra.com/resource_guide/20010716/pagan_04.htm
Three Inspirations for Creative Level Design
URL: http://www.gamasutra.com/resource_guide/20010716/warne_01.htm
The Architecture of Level Design
URL: http://www.gamasutra.com/resource_guide/20010716/chen_01.htm
Levels of Complexity: A Level-Design Methodology, Part One
URL: http://www.gamasutra.com/resource_guide/20010716/beram_01.htm
Great Expectations: Building a Player Vocabulary
URL: http://www.gamasutra.com/resource_guide/20010716/johnson_01.htm
GDC 2001 Interview: Paul Jaquays
URL: http://www.gamasutra.com/resource_guide/20010716/foreman_01.htm
Interview with American McGee
URL: http://www.gamasutra.com/features/20010725/foreman_01.htm
My "Next" Games: Families, Psychology, and Murder
URL: http://www.gamasutra.com/features/20010808/adams_01.htm
Adapting the Tools of Drama to Interactive Storytelling
URL: http://www.gamasutra.com/features/20010914/littlejohn_01.htm
The Day the "Fun" Became Real
URL: http://www.gamasutra.com/features/20011019/adams_01.htm
Conceptual Design: Understanding and Communicating Form
URL: http://www.gamasutra.com/features/20011128/saunders_01.htm
What I Did During My Summer Vacation: Developing a Game in 13 Weeks
URL: http://www.gamasutra.com/features/20011211/pedersen_01.htm
2002年
The Psychology of Choice
URL: http://www.gamasutra.com/features/20020204/hopson_01.htm
Bad Game Designer, No Twinkie! III
URL: http://www.gamasutra.com/features/20020208/adams_01.htm
Game Design: Secrets of the Sages : Creating Characters, Storyboarding, and Design Documents
URL: http://www.gamasutra.com/features/20020308/saltzman_01.htm
Better Game Design Through Cutscenes
URL: http://www.gamasutra.com/features/20020401/hancock_01.htm
Lost Along The Way: Design Pitfalls on the Road from Concept to Completion
URL: http://www.gamasutra.com/features/20020412/irving_01.htm
GDC 2002: Social Activities: Implementing Wittgenstein
URL: http://www.gamasutra.com/features/20020424/evans_01.htm
GDC 2002: Realistic Level Design for Max Payne
URL: http://www.gamasutra.com/features/20020508/maatta_01.htm
From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication
URL: http://www.gamasutra.com/features/20020605/ip_01.htm
GDC 2002 Web Lecture: Systemic Level Design for Emergent Gameplay
URL: http://www.gamasutra.com/features/slides/smith/index.htm
GDC 2002 Web Lecture: Building a Data-Driven Game Engine for Age of Mythology
URL: http://www.gamasutra.com/features/slides/fermier/index.htm
Four Ways to Use Symbols to Add Emotional Depth to Games
URL: http://www.gamasutra.com/features/20020724/freeman_01.htm
Stop Calling Games "Addictive"!
URL: http://www.gamasutra.com/features/20020727/adams_01.htm
Implementing Stories in Massively Multiplayer Games
URL: http://www.gamasutra.com/resource_guide/20020916/klug_01.htm
Creating Effective Groups and Group Roles in MMP Games
URL: http://www.gamasutra.com/resource_guide/20020916/sellers_01.htm
The Role of Architecture in Videogames
URL: http://www.gamasutra.com/features/20021009/adams_01.htm
Track and Field Game Mechanics
URL: http://www.gamasutra.com/features/20021018/hansson_01.htm
The Designer Notebook Turns Five: A Look Back
URL: http://www.gamasutra.com/features/20021108/adams_01.shtml
The Method: A Model for Game Design by Mark Cerny
URL: http://www.gamasutra.com/features/slides/cerny/index.htm
Designing and Integrating Puzzles in Action-Adventure Games
URL: http://www.gamasutra.com/features/20021206/luban_01.htm
2003年
What Designers Need to Know About Physics
URL: http://www.gamasutra.com/resource_guide/20030121/marcus_01.shtml
The Designer's Notebook: What Kind of Designer Are You?
URL: http://www.gamasutra.com/features/20030127/adams_01.shtml
Game Design Methods: A 2003 Survey
URL: http://www.gamasutra.com/features/20030303/kreimeier_01.shtml
GDC 2003: Designing Original Games Based On Licensed Properties
URL: http://www.gamasutra.com/gdc2003/features/20030308/charla_01.htm
34 Ways to Put Emotions Into Games
URL: http://www.gamasutra.com/gdc2003/features/20030308/kane_emotion_01.htm
Beyond Psychological Theory: Getting Data that Improves Games
URL: http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm
Developing Online Console Games
URL: http://www.gamasutra.com/features/20030328/isensee_01.shtml
GDC 2003 Video: Will Wright's "Dynamics For Designers"
URL: http://www.gamasutra.com/features/20030403/wright_01.shtml
Structuring Key Design Elements
URL: http://www.gamasutra.com/features/20030411/bethke_01.shtml
Warren Spector's "Sequels and Adaptations: Design Innovation in a Risk-Averse World"
URL: http://www.gamasutra.com/features/20030416/spector_01.shtml
Defining the Physical Dimension of a Game Setting
URL: http://www.gamasutra.com/features/20030430/adams_01.shtml
GDC 2000 Video: Yu Suzuki's Keynote Address
URL: http://www.gamasutra.com/features/20030509/suzuki_01.shtml
GDC 1999 Video: Shigeru Miyamoto's Keynote Address
URL: http://www.gamasutra.com/features/20030502/miyamoto_01.shtml
Using The Evolution Of Black And White As An Example Of Next Generation Development Ethos
URL: http://www.gamasutra.com/features/20030516/molyneux_01.shtml
Bad Game Designer, No Twinkie! IV
URL: http://www.gamasutra.com/features/20030523/adams_01.shtml
What Are The Cultural Borderlines Of Games?
URL: http://www.gamasutra.com/features/20030531/matsuura_01.shtml
An Architects Perspective On Level Design Pre-Production
URL: http://www.gamasutra.com/features/20030603/licht_01.shtml
Power Balancing: An Interview With Chris Crawford
URL: http://www.gamasutra.com/features/20030605/carless_01.shtml
Applying Risk Analysis To Play-Balance RPGs
URL: http://www.gamasutra.com/features/20030611/carpenter_01.shtml
In the Beginning Was the Word
URL: http://www.gamasutra.com/features/20030702/adams_01.shtml
In the Beginning Was the Word
URL: http://www.gamasutra.com/features/20030702/adams_01.shtml
Tuning Puzzle Games for Non-Puzzle Gamers
URL: http://www.gamasutra.com/features/20030806/adams_01.shtml
Marc Laidlaw On Story And Narrative In Half-Life
URL: http://www.gamasutra.com/features/20030808/carless_01.shtml
Better Game Design through Data Mining
URL: http://www.gamasutra.com/features/20030815/kennerly_01.shtml
避免帖子太长,未完待续...... |
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