Description: Description Special Feature: World Design Methods Game Experience and User Interface Planning/editing: Idea Editorial Department Supervision: Yoichiro Miyake Design: LABORATORIES (Kensaku Kato, Megumi Moriya) Digital games have gone beyond the boundaries of entertainment and have evolved into a medium of expression that moves people's hearts on a global scale. When experiencing that world, the game screen is the entrance for us players. This issue's special feature covers the evolution of game screens in digital games, changes in expressions related to operability, improvements to drawing expressions, information organization methods in graphic design, and user interface (UI)/user experience (UX). Let's visually look back on the perspective. Under the supervision of Yoichiro Miyake, a game developer and AI researcher, we have selected a wide range of past game works, from the 1970s to the latest titles, that were born after clearing various constraints and requirements. In recent years, games that incorporate real-world location information and augmented reality (AR) have appeared, and have been accepted as a space that acts as a boundary between the real world and the spiritual world, and their future potential is attracting attention both inside and outside the industry. ing. While looking forward to the future of games like this, we hope that you will enjoy a bird's-eye view of the rich variety of game worlds through this special feature. [Introduction] Changes in the information presentation structure of digital games since the 1970s Text: Yoichiro Miyake [Chapter 1] Multi-window/multi-menu game Dungeons & Dragons|Wizardry|Sorcerian|FINAL FANTASY IV|Detroit: Become Human|Tokyo Xanadu|Ys Sea of Celceta|13 Sentinels Defense Zone Interview: Nippon Falcom Column: UI screen design for real-time games and non-real-time games [Chapter 2] Change from 2D to 3D Use of minimap Metal Gear 2 Solid Snake/Metal Gear Solid|Super Mario World/Super Mario 64|FINAL FANTASY VI/FINAL FANTASY VII|Etrian Odyssey Column: Map design in games [Chapter 3] Evolution after 3D: Rise of open world games and smartphone games Grand Theft Auto III|Ghost of Tsushima|Animal Crossing|Fate/Grand Order|Toro and Puzzle ~Everywhere Together~|Uma Musume Pretty Derby Interview:Beside Column: Maps used by artificial intelligence [Chapter 4] Games set in reality A city where real and digital merge Ingress|Pokémon Go Interview:Niantic Column: Arcade game UI screen design Policy ShippingShipping From Japan with Tracking Number. Expedited Shipping: With tracking / Delivery: The item will arrive 3-5 days after the shipment is completed. *The handling time varies depending on the product, please confirm the shipping details for more information. We ship a product via FedEx / Japan Post / DHL.PaymentYou can use various payment methods based on eBay Managed Payments. Import duties, taxes and charges are not included in the item price or shipping charges. These charges are the buyer's responsibility.Cancellations & ReturnsCancellation or returns will be accepted only if the item has an obvious problem that was not mentioned in the listing description. If that, please let us know within 3 days you got the item.International BuyersImport duties, taxes and charges are not included in the item price or shipping charges. These charges are the buyer's responsibility. Please check with your country's customs office to determine what these additional costs will be prior to bidding/buying. These charges are normally collected by the delivering freight (shipping) company or when you pick the item up - do not confuse them for additional shipping charges.
Price: 37 USD
Location: JP
End Time: 2024-11-24T18:24:41.000Z
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Language: Japanese
Country/Region of Manufacture: Japan
Type: Book
Item Name: design ・ Illustration / the Other
Weight: 31.78oz (1.986lb 901g)