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      Quests: Design, Theory, and History in Games and Narratives

      1 in stock

      Firm sale: non returnable item
      SKU 9780367686048 Categories ,
      Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.

      Combining theory and pra...

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      Description

      Product ID:9780367686048
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Title:Quests
      Subtitle:Design, Theory, and History in Games and Narratives
      Authors:Author: Jeff Howard
      Page Count:222
      Subjects:The arts: general topics, The arts: general issues, Product design, Internet: general works, Digital animation, Games development and programming, Programming and scripting languages: general, Software Engineering, Computer science, Product design, Internet: general works , Digital animation, Games development & programming, Programming & scripting languages: general, Software Engineering, Computer science
      Description:Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.

      Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.

      The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design:

      • level design

      • quest item creation

      • NPC and dialogue construction

      • scripting

      This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.

      The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com


      Imprint Name:CRC Press
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2022-04-25

      Additional information

      Weight564 g
      Dimensions177 × 253 × 22 mm