How to Design Game Levels &Adventures for Video and Tabletop

所在平台: Udemy

课程主页: https://www.udemy.com/course/how-to-design-levels-and-adventures-for-games/

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课程简介

**课程名称:** 如何为视频游戏和桌面游戏设计关卡与冒险 **课程概述:** 本课程专注于游戏关卡设计和冒险设计,而非编程。它旨在教授学员如何构思和设计引人入胜的游戏体验,无论是在电子游戏还是桌面角色扮演游戏中。课程内容强调“为何”和“什么”,而非“如何”操作特定软件。 课程认为,桌面游戏的冒险设计理念与视频游戏的关卡设计一脉相承,二者遵循相似的原则。游戏关卡设计师是为玩家带来乐趣的关键人物。与许多书籍侧重于特定关卡编辑器讲解不同,本课程将深入探讨关卡和冒险设计的核心原则和技巧。 **关键要点:** * **设计导向:** 课程内容完全围绕设计展开,不涉及软件生产或编程。 * **通用性:** 设计原则适用于视频游戏和桌面角色扮演游戏(如 D&D)。 * **核心价值:** 教授如何构思和安排关卡/冒险内容,以提供最佳玩家体验。 * **内容重点:** 讨论在关卡中应包含什么、不应包含什么,以及相关的文档制作。 * **课程时长:**

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(Note: This course will never be deeply discounted: it is not part of Udemy's "kamikaze marketing." If it were, I'd have priced it three or even four times higher.) This is a class about how to design episodes for games (both video and tabletop) - call it level design or adventure design - rather than how to program them. (Level design is a subset of game design.) There is no instruction in using specific software, for example, but a lot about what to put in the level (and not put in it). Adventures (for D & D) preceded video game levels, and levels follow the same principles as those adventures. In games that require episodes (stages, missions, levels, adventures), the episode designer is the person who delivers the enjoyment to the players. Entire books have been written about level design, though much of the material in these books describes how to manipulate a specific level editor such as Unreal III. There's not so much in these books about the actual design of levels/adventures. This course is strictly about design, not production, though we do discuss documentation. Udemy says the course is 8 hours. It's actually half that, they count as four hours the file I supply that contains all the slides used in the videos.

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