Game Design Deep Dive: Horror
- Length: 144 pages
- Edition: 1
- Language: English
- Publisher: CRC Press
- Publication Date: 2021-10-08
- ISBN-10: 0367721740
- ISBN-13: 9780367721749
- Sales Rank: #7989010 (See Top 100 Books)
The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience.
FEATURES
- Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint
- Includes real game examples to highlight the discussed topics and mechanics
- Explores the philosophy and aspects of horror that can be applied to any medium
- Serves as a perfect companion for someone building their first game or as part of a game design classroom
Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.
Cover Half Title Title Page Copyright Page Table of Contents Preface Additional Books Acknowledgments Author 1 The Goal of Game Design Deep Dive: Horror 2 The Pre-survival Horror Period 2.1 The Monster Mashup 3 The Rise of Survival Horror 3.1 Sweet Home 3.2 Alone in the Dark 3.3 Resident Evil 3.4 Silent Hill 3.5 A Snapshot of Scares 4 Basic Horror Design 4.1 Defining the Horror Genre 4.2 What Is Survival Horror 4.3 Controls and Camera Design 4.4 World Design 4.5 Event Triggers 5 The Philosophy behind Horror 5.1 The Psychology of Fear 5.2 Creating and Releasing Tension 5.3 The Use of Jump Scares 5.4 Telling Scary Stories 5.5 Gruesome Graphics 5.6 The One Chance of Horror 6 Creating Scary Gameplay 6.1 Fighting the Power Fantasy 6.2 Resource Management 6.3 Enemy Design 6.4 Stealth Design 6.5 Puzzle Design 7 The “Death” of Horror 7.1 The Reinvention of Resident Evil 7.2 Dead Space 7.3 Action Horror Design 7.4 A Snapshot of Action-Horror Games 7.5 How Did Horror Die 8 The New Horror 8.1 Stealth Horror 8.2 The Five Nights at Freddy’s Phenomenon 8.3 The Variety of Indie Terror 8.4 Microhorror 8.5 The Revival of Resident Evil 9 Complex Horror 9.1 Multiplayer Horror 9.2 Open-World Horror 9.3 Alpha Antagonist 9.4 Pacing and Progression 9.5 Horror in Non-Horror Design 9.6 Avoiding Frustration 10 The Future of Horror 10.1 Is There a Market for Horror? 10.2 Procedurally Generated Horror 10.3 Summary Glossary Index
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