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Подход к дизайну игр
«Две механики»
               Designing approach
                «Two mechanics»
                Kostyushko Andrey
    Game designer, Internal Producer at Creoteam
               k--o--s.blogspot.com
ВВЕДЕНИЕ / INTRODUCTION

1. Рассматриваются только сингловые игры
2. Речь идет о высокоуровневых механиках
   (которые могут состоять из множества
   мелких)

       1. It only applies to singleplayer games
 2. By Mechanics I mean high-level mechanics
       that consist of basic mechanics (atoms)
ПРИМЕРЫ / EXAMPLES
Игры с открытым миром / Open world games
        (Mafia, GTA, Assassin Creed, Infamous)

1. Сражения / Battles
(перестрелки, ближний бой, специальные
способности)
(skirmishes, melee combat, special abilities)




2. Перемещение / Movement
(автомобили, использование
окружения)
(vehicles, using environment)
ПРИМЕРЫ / EXAMPLES

Uncharted
1. Сражения
              1. Battles


2. Перемещение
          2. Movement
ПРИМЕРЫ / EXAMPLES

Terraria
1. Исследование
          1. Exploring


2. Сражения
              2. Battles
ПРИМЕРЫ / EXAMPLES

Persona 3
1. Симулятор жизни
школьника
     1. Student life sim

2. Сражения
               2. Battles
ПРИМЕРЫ / EXAMPLES

Portal
1. Головоломки
            1. Puzzles


2. Забавные диалоги во
время перемещения
   2. Funny dialogs when
  moving between puzzles
ПРИМЕРЫ / EXAMPLES


Попробуйте разобрать другие
 известные вам игры. Будете
         удивлены.

 Try to explore other famous
 titles. You will be surprised.
ЗАКЛЮЧЕНИЕ / CLOSING NOTES
        Почему две механики?
         Why two mechanics?
• Постоянный фан
• Разнообразие игрового процесса
• Параллельные награды (не всегда)

• Continuous fun
• Gameplay variability
• Parralel rewards (not always)
Kostyushko Andrey
Game designer, Internal Producer at Creoteam
           k--o--s.blogspot.com

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Two Game Mechanics

  • 1. Подход к дизайну игр «Две механики» Designing approach «Two mechanics» Kostyushko Andrey Game designer, Internal Producer at Creoteam k--o--s.blogspot.com
  • 2. ВВЕДЕНИЕ / INTRODUCTION 1. Рассматриваются только сингловые игры 2. Речь идет о высокоуровневых механиках (которые могут состоять из множества мелких) 1. It only applies to singleplayer games 2. By Mechanics I mean high-level mechanics that consist of basic mechanics (atoms)
  • 3. ПРИМЕРЫ / EXAMPLES Игры с открытым миром / Open world games (Mafia, GTA, Assassin Creed, Infamous) 1. Сражения / Battles (перестрелки, ближний бой, специальные способности) (skirmishes, melee combat, special abilities) 2. Перемещение / Movement (автомобили, использование окружения) (vehicles, using environment)
  • 4. ПРИМЕРЫ / EXAMPLES Uncharted 1. Сражения 1. Battles 2. Перемещение 2. Movement
  • 5. ПРИМЕРЫ / EXAMPLES Terraria 1. Исследование 1. Exploring 2. Сражения 2. Battles
  • 6. ПРИМЕРЫ / EXAMPLES Persona 3 1. Симулятор жизни школьника 1. Student life sim 2. Сражения 2. Battles
  • 7. ПРИМЕРЫ / EXAMPLES Portal 1. Головоломки 1. Puzzles 2. Забавные диалоги во время перемещения 2. Funny dialogs when moving between puzzles
  • 8. ПРИМЕРЫ / EXAMPLES Попробуйте разобрать другие известные вам игры. Будете удивлены. Try to explore other famous titles. You will be surprised.
  • 9. ЗАКЛЮЧЕНИЕ / CLOSING NOTES Почему две механики? Why two mechanics? • Постоянный фан • Разнообразие игрового процесса • Параллельные награды (не всегда) • Continuous fun • Gameplay variability • Parralel rewards (not always)
  • 10. Kostyushko Andrey Game designer, Internal Producer at Creoteam k--o--s.blogspot.com