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Part I | Constraints or Opportunities | |
Introduction | xix | |
Chapter 1 | Getting Back to the Basics of Great Game Design | 3 |
Real-World Design Isn't Idealistic Design | 4 | |
Living the Life of a Game Designer | 5 | |
Getting the Basic Terms and Concepts Together | 7 | |
Ten Rules for Game Designers to Live By | 13 | |
Using the Core Gameplay Fundamentals | 18 | |
Summary | 26 | |
An Interview with Noah Falstein | 27 | |
Chapter 2 | Licensed to Thrill | 31 |
The History of Licensed Games | 33 | |
Designing for Constraints or Opportunities | 37 | |
Designing for Licenses | 43 | |
Coming Up with Original Gameplay | 50 | |
Working with Outside Creative Talent | 52 | |
Working with Licensors | 55 | |
Summary | 62 | |
An Interview with Richard Leibowitz | 63 | |
Chapter 3 | The Art (and Challenge) of Designing for Game Platforms | 67 |
Striving for Platform-Independent Design | 68 | |
Common Platform Design Mistakes | 75 | |
Pushing Each Platform | 76 | |
Designing for Future Platforms | 88 | |
Summary | 89 | |
An Interview with Ben Gunstone | 90 | |
Chapter 4 | A Break from the Norm | 93 |
Designing for Demographics | 94 | |
Designing Games for Older Gamers | 98 | |
Designing Games for Children | 101 | |
Designing Games for Women | 103 | |
Designing Nonstandard Games and Applications | 109 | |
Summary | 118 | |
An Interview with Tim Wright | 119 | |
Part II | Core Gameplay | |
Chapter 5 | Designing Camera Systems | 125 |
The Importance of Good Camera Work | 126 | |
A Library of a Thousand Different Cameras | 129 | |
Understanding Basic Camera Principles | 131 | |
Styles of Cameras | 134 | |
Using Other Camera Techniques | 144 | |
Summary | 147 | |
An Interview with Simon Andreasen | 148 | |
Chapter 6 | Control Systems | 153 |
Creating Gameplay Magic | 153 | |
A Library of a Thousand Different Control Systems | 154 | |
Basic Control Design Techniques | 155 | |
Advanced Control Techniques | 163 | |
Unusual Control Systems | 164 | |
Using Controllers in Unusual Ways | 166 | |
Summary | 168 | |
An Interview with Dax Ginn | 169 | |
Chapter 7 | Designing Characters | 173 |
Heroes Aren't Perfect | 173 | |
Creating Unusual Characters | 174 | |
Important Questions to Ask in Designing Characters | 190 | |
Using Multiple Characters | 194 | |
Design Project: Mole with a Mission | 196 | |
Summary | 198 | |
An Interview with Toby Gard | 199 | |
Chapter 8 | Game Environments and Level Design | 203 |
Step 1 | Creating the Blueprint | 204 |
Step 2 | Designing the Level | 205 |
The Process of Creating Levels | 209 | |
Other Level Design Considerations | 216 | |
Summary | 222 | |
An Interview with Andrew Oliver | 223 | |
Part III | Design Challenges | |
Chapter 9 | Online Gaming | 231 |
Key Online Gaming Technical Issues | 233 | |
Understanding the Online Gaming Process | 237 | |
Designing One-off Online Games | 242 | |
Designing Persistent Online Games | 244 | |
Technical Issues with Online Games | 25 | |
Digital Distribution and Steam | 251 | |
Summary | 252 | |
An Interview with Raph Koster | 253 | |
Chapter 10 | Designing Sequels | 257 |
The Challenges of Creating a Sequel | 258 | |
The History of Sequel Games | 259 | |
Starting Your Sequel | 264 | |
How Far Can You Go? | 271 | |
Summary | 275 | |
An Interview with Alex Ward | 276 | |
Chapter 11 | Advergaming and Sponsorships | 281 |
The Challenge of Advergaming | 281 | |
Advertising in Games | 283 | |
Techniques for In-Game Advertising | 287 | |
Summary | 295 | |
An Interview with Maryam Bazargan | 296 | |
Chapter 12 | Audio | 299 |
The Magic of Audio | 299 | |
Working with Musicians and Audio Engineers | 302 | |
Designing Your Music | 303 | |
Designing Sound Effects | 308 | |
Working with Voices | 312 | |
Audio Technology | 315 | |
Summary | 316 | |
An Interview with Chris Nuttall | 317 | |
Part IV | A Smarter Designer | |
Chapter 13 | Market Research and Focus Groups | 323 |
The Value of Market Research | 323 | |
Useful and Useless Research | 325 | |
Doing Good Market Research | 327 | |
Getting the Most from Focus Groups | 331 | |
Summary | 335 | |
An Interview with Ian Baverstock | 336 | |
Chapter 14 | Design Teams, Prototypes, and Pitching | 339 |
The Value of Using Design Teams | 340 | |
Prototyping Games | 343 | |
Pitching a Game to a Publisher | 345 | |
Two Great Pitches and One Big Loser | 352 | |
Summary | 353 | |
An Interview with Tim Heaton | 354 | |
Chapter 15 | Designing Seriously Serious Games | 357 |
A Quick Look at Serious Games | 358 | |
The Market for Serious Games | 367 | |
Design Challenges for Developing Serious Games | 370 | |
Summary | 373 | |
An Interview with Dr. Ian Bogost | 374 | |
Part V | If All Else Fails... | |
Chapter 16 | Disaster Management | 379 |
Surviving a Project from Hell | 379 | |
Case Study: Fixing JetPack Jim | 385 | |
Common Problems You'll Encounter with Fixing Troubled Games | 390 | |
Summary | 397 | |
Dan the Disastrous Designer Has a Job Interview | 398 | |
Chapter 17 | The Final Chapter | 401 |
The Top Trends in Gaming | 401 | |
The 10 Game Design Commandments | 407 | |
A Final Thought | 414 | |
Appendix | Game Design Template | 415 |
Section 1 | Overview | 416 |
Section 2 | Gameplay | 417 |
Section 3 | Game Detail | 418 |
Section 4 | Project Issues / Risks | 419 |
Section 5 | Summary | 420 |
Index | 421 |
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Add Game Design Complete, Most books on game design and development treat the topic as if designers worked in a vacuum. But in the real world, game design almost always needs to work within the constraints of time, money, hardware and software limitations, marketing issues, sales , Game Design Complete to the inventory that you are selling on WonderClubX
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Add Game Design Complete, Most books on game design and development treat the topic as if designers worked in a vacuum. But in the real world, game design almost always needs to work within the constraints of time, money, hardware and software limitations, marketing issues, sales , Game Design Complete to your collection on WonderClub |