analysis- definition and visual style of game design principles(分析-定义和视觉风格的游戏设计原则).docVIP

analysis- definition and visual style of game design principles(分析-定义和视觉风格的游戏设计原则).doc

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analysis- definition and visual style of game design principles(分析-定义和视觉风格的游戏设计原则)

Analysis: Definition and visual style of game design principles (Research papers Download news) game design can be divided into two aspects, namely the visual style and gameplay. Visual style is presented in front of the player of the game status. It focuses on the appearance of the game world, and the game world elements used to enhance play as the beginning of the game designers in the design, attention is necessary to maximize the appearance of the game All visual dimension Look at the visual style of the game world itself, we can use terrain, buildings and objects of these three game world for players to strengthen the appearance of the game world can be applied up to millions of terrain, such as adventure games with a simple block flooring, FPS game very realistic desert terrain. call-of-duty-4-modern-warfare (from ) in recent years, the design of the game world in the image, the traditional 2D to 3D realistic game world gained great development of the game world, but also because of those who look design lifelike, strengthening the process of building-player games to be developed. lt;lt; Call of Duty gt;gt; other modern game terrain and buildings so realistic, so that players think they are involved in the fighting in the real world. these games use the internal concrete , wood flooring, coarse gravel of different terrain, in which the structural design great sense of reality, and will complement each other with the game environment, so that a specific part of the building seems to be blown up the same. In addition to topography and architectural style and feel of the game is also used to enhance the visual style of other objects, such as lying in the same place, in addition to increasing the visual style for the game world there would be no other purpose than the passive object. Examples of passive objects can not be moved cars, plants or street signs (they have in common is used to make the game more real world, creating the visual style of the g

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