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游戏制作工具箱|教会我游戏设计的 100 部游戏【CC字幕】

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游戏制作工具箱|教会我游戏设计的 100 部游戏【CC字幕】 JPEG Origin Image Download
转载自游戏设计工具箱“Game Maker's Toolkit”(2024年5月17日)
欢迎为作者提供赞助:https://www.patreon.com/GameMakersToolkit
你也可以在不存在的网站上关注作者:https://twitter.com/gamemakerstk

学习游戏设计的最佳方法之一就是玩大量的游戏。但是面对成千上万的游戏作品... 你该从哪里开始呢?这段视频列出了100款在我理解游戏开发过程中最有帮助的游戏,从经典街机游戏到虚拟现实的惊险体验。

转载已获作者授权,翻译为精修机翻。

=== 更正 ===
《使命召唤4:现代战争》是由Infinity Ward开发的,而不是Treyarch。
Spaceteam实际上还在iOS应用商店上!

=== 参考资料 ===
网址写不下,感兴趣可以自行搜索标题
[1] Resident Evil Creator Shinji Mikami Reflects on the Series' Roots | Gamespot
[2] Preview: Crazy Taxi: Fare Wars | 1UP
[3] 40 years and I'm still here | Game Developer
[4] The Last Guardian creator... | The Guardian
[5] Rez - Tetsuya Mizuguchi's Timeless Masterpiece | Time Extension
[6] Keita Takahashi talks Katamari Damacy | GameSpy
[7] Spelunky by Derek Yu | Boss Fight Books
[8] Designing side quests? Study these 7 games | Game Developer
[9] Soundbite: Age of Empires and Civilization co-creator Bruce Shelley's 'inverted pyramid of decision making' | The Life & Times of Video Games
[10] Ahead of the Curve: The SpaceChem Postmortem | GDC Vault
[11] Designing Mark of the Ninja - Nels Anderson | Full Indie
[12] Jake Solomon | Designer Notes
[13] Brilliant Indie Game The Stanley Parable Will Mess With Your Head | Wired
[14] Cow Clicker | Wikipedia
[15] 18 things we learned about Alien: Isolation last night | MCV UK
[16] ’80 Days': Jules Verne-inspired game brings a more global perspective | LA Times
[17] How Fortnite’s success led to months of intense crunch at Epic Games | Polygon
[18] Designer Interview: The aesthetics of frustration in Getting Over It | Gamasutra
[19] Designing Florence to convey the ineffable feeling of being in love | Game Developer
[20] Understanding the meaningless, micro-reactive, and marvellous writing of Disco Elysium | Game Developer
[21] Road to the IGF: Alex Beachum's Outer Wilds | Game Developer