ABSTRACT

The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective.

 

Key Selling Points:

  • The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping.
  • A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint.
  • A must read for anyone interested in building their own platformer or just interested in the history of the game industry’s most famous game mechanic.
  • This book is a perfect companion for someone building their first game or as part of a game design classroom.
  • Includes real game examples to highlight the discussed topics and mechanics.

 

Joshua Bycer is a Game Design Critic with more than seven 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 titled 20 Essential Games to Study.

chapter 1|4 pages

The Legacy of Jumping

chapter 2|4 pages

The First Jumps

chapter 3|4 pages

Committed Jumping

chapter 4|4 pages

Variable Jumping

chapter 5|10 pages

The 2D Mascot Platformer Era

chapter 6|8 pages

Basic 2D Design

chapter 7|16 pages

Advanced 2D Design

chapter 8|6 pages

The Adventure Platformer

chapter 9|4 pages

Puzzle Platforming and Design

chapter 10|4 pages

First-Person Jumping Design

chapter 11|8 pages

The 3D Platformer Era

chapter 12|10 pages

Three D Design

chapter 13|6 pages

The AAA Shift Away from Platformers

chapter 14|8 pages

The Indie Impact

chapter 15|6 pages

Physics-Driven Platformer Design

chapter 16|12 pages

Super Mario Maker and Kaizo Culture

chapter 17|16 pages

Expert 2D Design

chapter 18|2 pages

Conclusion