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OverviewCombining 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 Full Product DetailsAuthor: Jeff HowardPublisher: Taylor & Francis Ltd Imprint: CRC Press Edition: 2nd edition Weight: 0.662kg ISBN: 9780367686048ISBN 10: 036768604 Pages: 222 Publication Date: 25 April 2022 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsAuthor InformationJeff Howard is Senior Lecturer in the Games Academy at Falmouth University in Cornwall, where he specialises in occult, metal, and Gothic themes and mechanics in games. Tab Content 6Author Website:Countries AvailableAll regions |