[Ulasan] Game Feel (Steve Swink) Diringkaskan.

[Ulasan] Game Feel  (Steve Swink) Diringkaskan.
9Natree Malaysian
[Ulasan] Game Feel (Steve Swink) Diringkaskan.

Sep 02 2026 | 00:11:24

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Episode September 02, 2026 00:11:24

Show Notes

Game Feel (Steve Swink)

- Amazon USA Store: https://www.amazon.com/dp/0123743281?tag=9natree-20
- Amazon Worldwide Store: https://global.buys.trade/Game-Feel-Steve-Swink.html

- Apple Books: https://books.apple.com/us/audiobook/the-long-game/id1596508834?itsct=books_box_link&itscg=30200&ls=1&at=1001l3bAw&ct=9natree

- eBay: https://www.ebay.com/sch/i.html?_nkw=Game+Feel+Steve+Swink+&mkcid=1&mkrid=711-53200-19255-0&siteid=0&campid=5339060787&customid=9natree&toolid=10001&mkevt=1

- Shopee: https://asia.buys.trade/shopee_Game-Feel-Steve-Swink.html
- Lazada: https://asia.buys.trade/lazada_Game-Feel-Steve-Swink.html
- Tiktok: https://asia.buys.trade/tiktok_Game-Feel-Steve-Swink.html

- Baca selanjutnya: https://malaysian.9natree.com/read/0123743281/

#Responsifkawalanmasanyata #Inputdanmaklumbalaspemain #Fiziklompatandanmomentum #Penunjuksampinganaudiovisual #Metaforatubuhdanpropriosepsi #GameFeel

Game Feel karya Steve Swink ialah buku reka bentuk permainan yang meneliti sebab sesuatu permainan terasa sedap, tepat, berat, ringan, bertenaga, atau hambar apabila dimainkan. Diterbitkan dalam siri Morgan Kaufmann Game Design Books, buku ini bukan panduan membina enjin permainan atau menulis kod semata-mata. Sebaliknya, ia menghuraikan kualiti interaksi masa nyata antara pemain, alat kawalan, watak atau objek maya, serta ruang simulasi. Swink menggunakan istilah game feel untuk menerangkan sensasi kawalan yang biasanya sukar disebut tetapi cepat dirasai, contohnya perbezaan antara lompatan yang responsif dengan lompatan yang lambat atau terapung. Tujuan utama buku ini ialah memberi pereka permainan bahasa, rangka kerja, dan cara pemerhatian yang lebih jelas untuk membina pengalaman tersebut. Ia menggabungkan perbincangan tentang input, tindak balas, fizik, bunyi, visual, metafora, dan persepsi pemain. Melalui analisis permainan terkenal serta alat playset yang dikaitkan dengan buku, Swink mengalihkan game feel daripada gerak hati semata-mata kepada sesuatu yang boleh diuji dan dilaras.

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