Wireframe - #33 - 2020

(Barry) #1
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Contents

Toolbox



  1. Design Principles
    Why thinking time is vital
    for game development

  2. CityCraft
    Simulating the passing of
    time in video game cities

  3. Get to the chopper
    How to design compelling
    single-player missions

  4. Narrative writing
    Breaking down The
    Witcher 3’s finest side quest

  5. Source Code
    Code a Zaxxon-style
    isometric level map

  6. Directory
    The latest dates for Ukie’s
    series of Hub Crawl events


Toolbox


 Design missions worthy of Dishonored 2:
see our six-page guide on page 32.

 The first in a series of features on narrative design
begins with a breakdown of The Witcher 3’s side
quest, A Towerful of Mice. See page 38.

The art, theory, and production of video games

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