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About The Book
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<p>The <i>Reverse Design</i> series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series looking at <i>Half Life</i>. Written in a readable format it is broken down into six sections examining some of the most important topics to the game:</p><ol> <p> </p> <li>How <i>Half-Life</i> is a key step in the evolution from the composite style of videogame design to the set piece style of design.</li> <p> </p> <li>How <i>Half-Life</i> defined almost all of the core concepts of the cover-based shooter and redefined the level architecture of the FPS genre</li> <li>The small tricks and flourishes that <i>Half-Life</i> used to tell a story through its mechanics AI and environments</li> </ol><p><strong>Key Features</strong></p><li>Comprehensive definitions of key concepts and terms introducing the reader to the basic knowledge about the study of FPS design</li><li>Summary of historical context of <i>Half-Life</i> how it emerged from arena shooters like <i>Doom</i> and <i>Quake</i> and how it influenced other games</li><li>Extensive collections of data and data visualizations explaining how systems like enemy movement cover design and platformer physics work</li>