# 游戏开发101 ## Docs - [美术风格一致性指南](https://docs.wanyouxi.online/docs/Art/Art_Direction_Guide.md) - [摄像机设计深度指南](https://docs.wanyouxi.online/docs/Art/Camera_DeepDive_And_Settings.md) - [美术警察:资源验证标准](https://docs.wanyouxi.online/docs/Art/Tech_Art/Asset_Validation_Standards.md) - [Bloom 后处理](https://docs.wanyouxi.online/docs/Art/Tech_Art/Bloom_PostProcessing_DeepDive.md) - [HDR 渲染深度研究](https://docs.wanyouxi.online/docs/Art/Tech_Art/HDR_DeepDive.md) - [游戏字体排印指南](https://docs.wanyouxi.online/docs/Art/UI_UX/Typography_And_Font_Guide.md) - [UI 信息密度与技能描述设计:极简与硬核的取舍](https://docs.wanyouxi.online/docs/Art/UI_UX/UI_Info_Density_Guide.md) - [UI/UX 设计与交互规范](https://docs.wanyouxi.online/docs/Art/UI_UX/UI_UX_Guidelines.md) - [游戏手感与 \"Juice\"](https://docs.wanyouxi.online/docs/Art/VFX/Game_Feel_And_Juice.md) - [Unity 粒子系统](https://docs.wanyouxi.online/docs/Art/VFX/Unity_Particle_System_DeepDive.md) - [特效与打击感深度研究](https://docs.wanyouxi.online/docs/Art/VFX/VFX_And_Game_Feel.md) - [特效优化黑魔法](https://docs.wanyouxi.online/docs/Art/VFX/VFX_Optimization_Guide.md) - [视觉特效设计与性能规范](https://docs.wanyouxi.online/docs/Art/VFX/VFX_Standards.md) - [视觉层级:混乱中的秩序](https://docs.wanyouxi.online/docs/Art/Visual_Hierarchy_In_Chaos.md) - [Unity URP 画面表现与镜头设计指南](https://docs.wanyouxi.online/docs/Art/Visual_Quality_Guide.md) - [动态音乐系统 (Adaptive Music System)](https://docs.wanyouxi.online/docs/Audio/Adaptive_Music_System.md) - [AudioListener 挂载策略:俯视视角的陷阱](https://docs.wanyouxi.online/docs/Audio/AudioListener_Placement_Guide.md) - [游戏音效设计:从音阶算法到听觉心理学](https://docs.wanyouxi.online/docs/Audio/Audio_System_Design_and_Tricks.md) - [Unity 轻量级音频框架](https://docs.wanyouxi.online/docs/Audio/Lightweight_Audio_Framework.md) - [游戏音效设计与实现实战指南](https://docs.wanyouxi.online/docs/Audio/Practical_Guide.md) - [Wwise 音频中间件:工业级声音引擎](https://docs.wanyouxi.online/docs/Audio/Wwise_Middleware_Guide.md) - [《Deep Rock Galactic》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Coop/Deep_Rock_Galactic.md) - [失败案例复盘:Anthem (圣歌)](https://docs.wanyouxi.online/docs/Case_Studies/Failure/Anthem.md) - [Battleborn 失败剖析:当复杂性吞噬了核心体验](https://docs.wanyouxi.online/docs/Case_Studies/Failure/Battleborn.md) - [失败案例复盘:Concord (星鸣特攻)](https://docs.wanyouxi.online/docs/Case_Studies/Failure/Concord.md) - [Paragon 失败剖析:复杂度陷阱与 3D MOBA 的伪命题](https://docs.wanyouxi.online/docs/Case_Studies/Failure/Paragon.md) - [失败案例复盘:The Day Before (浩劫前夕)](https://docs.wanyouxi.online/docs/Case_Studies/Failure/The_Day_Before.md) - [《Dome Keeper》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Hybrid/Dome_Keeper.md) - [Loop Hero 案例分析:循环叙事与风险博弈](https://docs.wanyouxi.online/docs/Case_Studies/Hybrid/Loop_Hero.md) - [Thronefall 机制分析:极简主义与日夜循环的完美融合](https://docs.wanyouxi.online/docs/Case_Studies/Hybrid/Thronefall_Analysis.md) - [《Magicka》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Magic_System/Magicka.md) - [《Magicraft》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Magic_System/Magicraft.md) - [《Binding of Isaac》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Binding_of_Isaac.md) - [土豆兄弟 (Brotato) 数值体系全解](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Brotato.md) - [《Darkest Dungeon》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Darkest_Dungeon.md) - [《Dead Cells》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Dead_Cells.md) - [《Enter the Gungeon》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Enter_the_Gungeon.md) - [Hades 构建多样性深度解析:从设计哲学到底层架构](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Hades.md) - [《Noita》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Noita.md) - [《Risk of Rain 2》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Risk_of_Rain_2.md) - [构建《杀戮尖塔》类游戏知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Roguelike/Slay_the_Spire.md) - [Factorio (异星工厂) 深度研究:极致优化与自动化](https://docs.wanyouxi.online/docs/Case_Studies/Sandbox/Factorio.md) - [Palworld 生产模式分析:Triple-I 与自动化管线](https://docs.wanyouxi.online/docs/Case_Studies/Sandbox/Palworld.md) - [Vampire Survivors 性能奇迹:如何渲染与逻辑解耦](https://docs.wanyouxi.online/docs/Case_Studies/Survivors/Vampire_Survivors.md) - [Bloons TD6 伤害矩阵系统深度剖析](https://docs.wanyouxi.online/docs/Case_Studies/Tower_Defense/Bloons_TD6.md) - [Kingdom Rush 数值模型分析:四维平衡的艺术](https://docs.wanyouxi.online/docs/Case_Studies/Tower_Defense/Kingdom_Rush.md) - [《They Are Billions》核心设计知识图谱](https://docs.wanyouxi.online/docs/Case_Studies/Tower_Defense/They_Are_Billions.md) - [数据驱动平衡 (DDNO)](https://docs.wanyouxi.online/docs/Design/Analytics/Data_Driven_Balance.md): 警惕辛普森悖论与幸存者偏差,构建基于多维分层的数值健康监控体系 - [数值挖掘 (Mining)](https://docs.wanyouxi.online/docs/Design/Analytics/Numeric_Mining_Methods.md): 使用聚类、回归等机器学习算法发现潜在Meta与经济漏洞 - [正中靶心 (BangBang Survivor) - 深度设计拆解](https://docs.wanyouxi.online/docs/Design/CaseStudies/BangBangSurvivor_DeepDive.md) - [Boss 战设计哲学](https://docs.wanyouxi.online/docs/Design/Content/Boss_Design_Philosophy.md) - [怪物图鉴与AI行为](https://docs.wanyouxi.online/docs/Design/Content/Enemy_Bestiary.md) - [关卡与波次设计指南](https://docs.wanyouxi.online/docs/Design/Content/Level_Design_Guide.md) - [游戏心理学框架:心流、爽点与留存机制](https://docs.wanyouxi.online/docs/Design/Game_Psychology_DeepDive.md) - [优秀数值设计案例库](https://docs.wanyouxi.online/docs/Design/Industry_CaseStudies.md) - [业界优秀运营系统研究](https://docs.wanyouxi.online/docs/Design/LiveOps/Advanced_LiveOps_Systems.md) - [通行证经济学](https://docs.wanyouxi.online/docs/Design/LiveOps/Battle_Pass_Economy.md) - [活动排期策略](https://docs.wanyouxi.online/docs/Design/LiveOps/Event_Cadence_Strategy.md) - [社区WIKI与攻略站构建策略](https://docs.wanyouxi.online/docs/Design/LiveOps/Wiki_And_Strategy_Station_Guide.md) - [仇恨系统与 AI 目标选择](https://docs.wanyouxi.online/docs/Design/Mechanics/Aggro_System.md) - [战斗系统详解](https://docs.wanyouxi.online/docs/Design/Mechanics/Combat_System.md) - [难度曲线与动态难度调整 (DDA)](https://docs.wanyouxi.online/docs/Design/Mechanics/Difficulty_And_DDA_System.md) - [元素反应与连携机制](https://docs.wanyouxi.online/docs/Design/Mechanics/Elemental_Reaction_System.md) - [肉鸽强化系统](https://docs.wanyouxi.online/docs/Design/Mechanics/Roguelike_Perks.md) - [塔防建筑机制设计](https://docs.wanyouxi.online/docs/Design/Mechanics/Tower_Defense_System.md) - [Unity 游戏开发通用经验数值速查表](https://docs.wanyouxi.online/docs/Design/Mechanics/Unity_General_Numeric_Quick_Reference.md) - [游戏剧情与包装](https://docs.wanyouxi.online/docs/Design/Narrative/Game_Narrative_And_Presentation.md) - [跨品类平衡模型](https://docs.wanyouxi.online/docs/Design/Numerical/Cross_Genre_Balance_Models.md): 深度解析RPG、MOBA、Roguelike三大品类的数值底层逻辑,建立通用的数值密度分析框架 - [博弈论与PVP平衡](https://docs.wanyouxi.online/docs/Design/Numerical/Game_Theory_In_Balance.md): 超越简单的石头剪刀布,利用纳什均衡漂移与非对称博弈模型构建动态的竞技生态 - [游戏数值框架构建指南](https://docs.wanyouxi.online/docs/Design/Numerical/Numerical_Framework_Methodology.md) - [核心数值体系定义手册](https://docs.wanyouxi.online/docs/Design/Numerical_Manual.md) - [游戏设计哲学与系统架构](https://docs.wanyouxi.online/docs/Design/Philosophy_And_Systems.md) - [Roguelike + 塔防 + 刷宝:三位一体设计的利弊权衡](https://docs.wanyouxi.online/docs/Design/Philosophy_And_Systems/Hybrid_Genre_Analysis.md) - [跨平台适配](https://docs.wanyouxi.online/docs/Design/Product_Strategy/Cross_Platform_Adaptation.md): 应对移动端与PC端的技术差异,以及全球不同市场的文化数值偏好 - [F2P vs Premium 数值](https://docs.wanyouxi.online/docs/Design/Product_Strategy/F2P_vs_Premium_Economics.md): 揭示商业模式对数值设计的深层影响,建立双轨制经济模型 - [竖屏 vs 横屏:产品形态选择策略](https://docs.wanyouxi.online/docs/Design/Product_Strategy/Screen_Orientation_Strategy.md) - [策划文档标准模板库](https://docs.wanyouxi.online/docs/Design/Production/Design_Document_Templates.md) - [高效游戏开发指南:拒绝返工与项目规划](https://docs.wanyouxi.online/docs/Design/Production/Efficient_Game_Dev_Guide.md) - [成长心理学](https://docs.wanyouxi.online/docs/Design/Psychology/Progression_Psychology.md): 深度解析游戏成瘾背后的心理学机制,利用韦伯定律、心流理论与斯金纳箱构建沉浸式数值体验 - [斯金纳箱与成瘾设计](https://docs.wanyouxi.online/docs/Design/Psychology/Skinner_Box_and_Addiction.md) - [成就与收集系统](https://docs.wanyouxi.online/docs/Design/Systems/Achievement_And_Collection_System.md) - [多人协作平衡 (Co-op Balance Design)](https://docs.wanyouxi.online/docs/Design/Systems/Coop_Balance_Design.md) - [经济系统与通胀控制模型](https://docs.wanyouxi.online/docs/Design/Systems/Economy_And_Inflation_Model.md) - [装备与物品化设计](https://docs.wanyouxi.online/docs/Design/Systems/Itemization.md) - [掉落规则与战利品系统](https://docs.wanyouxi.online/docs/Design/Systems/Loot_Table_Rules.md) - [邮件系统设计](https://docs.wanyouxi.online/docs/Design/Systems/Mail_System_Design.md) - [关卡词条库](https://docs.wanyouxi.online/docs/Design/Systems/Map_Affix_Library.md) - [局外成长系统](https://docs.wanyouxi.online/docs/Design/Systems/Meta_Progression.md) - [POE 门票关卡机制深度解析](https://docs.wanyouxi.online/docs/Design/Systems/POE_Map_Fragment_Design.md) - [数值膨胀控制论](https://docs.wanyouxi.online/docs/Design/Systems/Power_Creep_Management.md) - [技能树设计深度研究](https://docs.wanyouxi.online/docs/Design/Systems/Skill_Tree_Design.md) - [塔防词条库](https://docs.wanyouxi.online/docs/Design/Systems/Tower_Defense_Affix_Library.md) - [权衡词条库](https://docs.wanyouxi.online/docs/Design/Systems/TradeOff_Affix_Library.md) - [无障碍设计标准](https://docs.wanyouxi.online/docs/Design/UX/Accessibility_Standards.md) - [新手引导与首局体验](https://docs.wanyouxi.online/docs/Design/UX/FTUE_Best_Practices.md) - [美术资源出图规范与速查表](https://docs.wanyouxi.online/docs/Dev_Guides/Art_Pipeline/Art_Asset_Export_Standards.md) - [独立游戏美术突围:低成本、高统一性的资源策略](https://docs.wanyouxi.online/docs/Dev_Guides/Art_Pipeline/Indie_Team_Art_Strategy.md) - [UI 制作从入门到精通:从手工匠人到工业化生产](https://docs.wanyouxi.online/docs/Dev_Guides/Art_Pipeline/UI_Production_Mastery.md) - [Unity 灰盒工作流](https://docs.wanyouxi.online/docs/Dev_Guides/Art_Pipeline/Unity_Greybox_Workflow.md) - [独立游戏团队 Scrum 实施指南:从混乱到有序](https://docs.wanyouxi.online/docs/Dev_Guides/Collaboration/Agile_For_Indie_Teams.md) - [Beta 测试与用户反馈指南:把差评扼杀在摇篮里](https://docs.wanyouxi.online/docs/Dev_Guides/Collaboration/Beta_Testing_Guide.md) - [里程碑规划模板:从切片到金盘](https://docs.wanyouxi.online/docs/Dev_Guides/Collaboration/Milestone_Planning.md) - [跨时区远程协作指南:异步工作的艺术](https://docs.wanyouxi.online/docs/Dev_Guides/Collaboration/Remote_Collaboration.md) - [社区危机公关指南](https://docs.wanyouxi.online/docs/Dev_Guides/Community/Community_Crisis_Management.md) - [福尔摩斯调试法:像侦探一样修 Bug](https://docs.wanyouxi.online/docs/Dev_Guides/Debugging/Sherlock_Holmes_Debugging_Guide.md) - [游戏开发血泪史:那些没人告诉你的坑](https://docs.wanyouxi.online/docs/Dev_Guides/Production_Lessons.md) - [全员速查表](https://docs.wanyouxi.online/docs/Dev_Guides/Project_Cheat_Sheet.md) - [发射前夜:上线前的生死清单](https://docs.wanyouxi.online/docs/Dev_Guides/Publishing/Launch_Readiness_Checklist.md) - [Steam游戏 下限保底与上限突破指南](https://docs.wanyouxi.online/docs/Dev_Guides/Publishing/Steam_Floor_And_Ceiling_Guide.md) - [Steam Unity 游戏功能:下限保底与上限突破知识库](https://docs.wanyouxi.online/docs/Dev_Guides/Publishing/Steam_Unity_Functionality_Floor_Ceiling_KB.md) - [TapTap 发行策略研究](https://docs.wanyouxi.online/docs/Dev_Guides/Publishing/TapTap_Strategy.md) - [GPU Instancing 渲染优化:15,000 个单位 1 个 DrawCall](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/GPU_Instancing_Guide.md) - [全局埋点实战指南:用数据上帝视角“看”游戏](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Game_Analytics_Guide.md) - [游戏开发最佳实践:Tag系统、热重载与快速测试](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Game_Dev_Best_Practices.md) - [掉落蓄水池算法 (Loot Reservoir Algorithm):恒定 DPM 的 0GC 实现](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Loot_Reservoir_Algorithm.md) - [PRD算法完整实现指南](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/PRD_Algorithm_Complete.md) - [工业化游戏开发:ScriptableObject 的生存指南](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/ScriptableObject_vs_Excel_Workflow.md) - [技能动画管线:从 Animator Event 到可视化时间轴](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Skill_Animation_Pipeline.md) - [游戏文本配置方案:富文本、动态参数与多语言架构](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Skill_Text_Localization_System.md) - [3D 地形 vs 平面地形选型分析](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Terrain_3D_vs_2D_Analysis.md) - [Unity Steam Host+Client 联网游戏深度研究](https://docs.wanyouxi.online/docs/Dev_Guides/Technical_Implementation/Unity_Steam_Host_Client_Networking_DeepDive.md) - [肉鸽组合快速测试系统](https://docs.wanyouxi.online/docs/Dev_Guides/Testing/Roguelike_Rapid_Testing_System.md) - [AI 平衡测试工具:利用 LLM 进行自动化数值验收](https://docs.wanyouxi.online/docs/Dev_Guides/Tools/AI_Balance_Testing.md) - 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