分類搜尋: Design

[翻譯] The Structure of Fun: Learning from Super Mario 3D Land’s Director

It’s hard to pinpoint the most interesting thing about last year’s release of Super Mario 3D Land for the Nintendo 3DS. Was it its successful proof-of-concept for stereoscopic 3D gameplay? Was it the fact that the game was the first portable Mario developed by the main Mario team?
很難指出去年Nintendo 3DS平台上釋出遊戲Super Mario 3D Land的最有趣的地方在哪裡。
這個遊戲是否證明3D立體遊玩的體驗?是否這遊戲是第一個瑪莉歐團隊製作的行動版本?

These things are important. But it might well be that the most interesting thing about the game is that it started over from scratch on the concept of what a 3D Mario game is. Director Koichi Hayashida, who works at Nintendo EAD Tokyo, developed the game as though it were the first 3D Mario game ever made, jettisoning much of the legacy of the series post-1996.
更另人覺得有趣的是這款遊戲開始讓我們從頭開始思考3D瑪莉歐遊戲的概念是什麼。任職於Nintendo EAD Tokyo的製作人Koichi Hayashida開發這個遊戲就像第一個3D瑪莉歐一樣,並捨棄這個系列1996年之後的一些包袱。

[翻譯] The secret to Mario level design

In a new feature interview, Koichi Hayashida, director of Super Mario 3D Land and Super Mario Galaxy 2 reveals one of Miyamoto’s secrets for engaging level design.
在一次訪問中,Super Mario 3D Land與Super Mario Galaxy 2的製作人Koichi Hayashida揭露了宮本茂設計關卡的秘密。

[2010] 我的武俠遊戲online企劃 05

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[2010] 我的武俠遊戲online企劃 04

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