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Game Design

Sourced game design reference: history, people and documented cultural context.

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Parallax scrolling: History and Key Facts

Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance.

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Vertically scrolling video game: History and Key Facts

A vertically scrolling video game or vertical scroller is a video game in which the player views the field of play principally from a top-down perspective, while the background scrolls from the t

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Video Game Design: Introduction: Rat race: An Open Learning Guide

In today's world no one does large commercial level games just for fun any more, especially in the PC architecture (or at least we rarely learn more about those crazy people after the beta s

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Loot box: History and Key Facts

In video games, a loot box (also called a loot crate or prize crate) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or loot, rangin

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Video Game Design: Chapters: Getting Started: An Open Learning Guide

Video games have many different forms, from old arcade games to small hand held devices, simple flash games you play online to the newest hit for one of the big names in the industry that ca

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Cooperative video game: History and Key Facts

A cooperative video game, often abbreviated as co-op video game, is a video game that allows players to work together as teammates, usually against one or more non-player character opponents (PvE

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Side-scrolling video game: History and Key Facts

A side-scrolling video game (alternatively side-scroller) is a video game viewed from a side-view camera angle where the screen follows the player as they move left or right.

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Video Game Design: Structure: An Open Learning Guide

Though there are many different types of video games, there are a few properties that are constants: Every game requires at least one player, every game gives the player at least one challen

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Video Game Design: Introduction: An Open Learning Guide

Video games have many different forms, from old arcade games to small hand held devices, simple flash games you play online to the newest hit for one of the big names in the industry that ca

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Video Game Design: Programming: An Open Learning Guide

Programming is the way you put your concept in practice, how you build your game. There are a wide variety of programming languages. These languages will be covered in more detail later on.

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Nonlinear gameplay: History and Key Facts

A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences.

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Level (video games): History and Key Facts

In video games, a level (also referred to as a map, mission, stage, course, zone, area, or round, depending on context) is any virtual space available to the player character during the course of

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Video Game Design: Programming: Framework: 2D vs 3D: 3D Engine: An Open Learning Guide

If the game requires a 3D environment, it signifies that it will use a 3D view that is characterized by the use of polygon based graphics. Polygons are flat shapes and in a low count (low re

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Video Game Design: Programming: Selecting the Hardware: An Open Learning Guide

To develop a game you may need not only qualified personal is special tasks, like graphics designers but you will have also to consider the software for editors (for creating things such as

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Video game art: History and Key Facts

Video game art is a form of computer art that uses video games as an artistic medium.

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Video Game Design: Theory: An Open Learning Guide

In this chapter we will go over some theories of game design which are not officially recognized but are reasonable and can be proven. If these theories are correct then it will make designi

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Sprite (computer graphics): History and Key Facts

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game.

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Video Game Design: Conventions: An Open Learning Guide

If not stated otherwise here as a general rule, all guidelines from Wikibooks:Manual_of_Style are in effect. There are two indexed: A chapter-by-chapter version and a all-in-one page version

Rock, paper, scissors takes the place of a coin toss as U.S. Sailors from Guided Missile Frigate USS Reuben James and Royal Brunei Armed Forces shared some friendly competition during a sports day event. Both countries competed in soccer, softball, football, volleyball and tug-o-war. Sports day came after the closing c

Simultaneous action selection: History and Key Facts

Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time.

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Video Game Design: Introduction: What is a video game: An Open Learning Guide

It's a good question, and a common question, one that you can spend a great deal of time arguing over. The definition, conscious or not, will influence how one decides to design a game. So i

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Cutscene: History and Key Facts

A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay.

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Video game art design: History and Key Facts

Video game art design is a subset of game development involving the process of creating the artistic aspects of video games.

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Video Game Design: Archetypes: An Open Learning Guide

There are many genres (type classification) of games, each one within its own defined domain, that commonly will have sub-domains (in a tree like form). All the games in a particular genre t

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Technology tree: History and Key Facts

In strategy games, a technology, tech, or research tree is a hierarchical visual representation of the possible sequences of upgrades a player can unlock (most typically representing the research

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Affinity space: History and Key Facts

An affinity space is a place where learning happens.

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Video Game Design: Components: An Open Learning Guide

Game creators are by definition artists since they produce creative works. To say games have no utilitarian use is a misconception of the art. Video games go above art and have a particulari

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CG artist: History and Key Facts

CG artists (also known as computer graphics artists) create 2D and 3D art, usually for cinema, advertising or animation movies.

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Yellow paint in video games: History and Key Facts

In video game design, yellow paint (also the subject of the yellow paint debate or discourse) is the use of clearly visible markers in level design to hint to players where to go or what to do, s

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Game mechanics: History and Key Facts

In tabletop games and video games, game mechanics define how a game works for players.

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Video Game Design: Programming: Framework: AI: An Open Learning Guide

Artificial intelligence is what make your game world come alive and gives your in-game creatures a mind of their own. AI also allows the difficulty of the game to change either by having a u

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Loading screen: History and Key Facts

A loading screen is a screen shown by a computer program, very often a video game, while the program is loading (moving program data from the disk to RAM) or initializing.

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Game feel: History and Key Facts

Game feel is the intangible, tactile sensation experienced when interacting with video games.

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Console (computer games): History and Key Facts

A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running.

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Video Game Design: Distribution: An Open Learning Guide

With the advent of full digital distribution, allied to the pay-to-play meme born in the WEB and extended into a art form in Massively multi-player on-line games, the concepts fast overtook

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Scrolling: History and Key Facts

In computer displays, filmmaking, television production, video games and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally

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Video Game Design: Process: An Open Learning Guide

Before you consider implementing your design one thing that you should ponder as you consider implementation is how costly it will be, in time and money. You can monetize you game design (co

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Free-to-play: History and Key Facts

Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content for free.

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Video game music: History and Key Facts

Video game music (VGM) is the soundtrack that accompanies video games.

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Video Game Design: Chapters: Theory: An Open Learning Guide

Game creators are by definition artists since they produce creative works. To say games have no utilitarian use is a misconception of the art. Video games go above art and have a particulari

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Video Game Design: Programming: Framework: 2D vs 3D: An Open Learning Guide

Graphics is the common name for the visual presentation of the game environment and its components. Creating the visual environment begins generally with the concept artist, that in accordan