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Game Design Complete Book

Game Design Complete
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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
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  • Game Design Complete
  • Written by author Patrick OLuanaigh
  • Published by PARAGLYPH PRESS, 2005/12/01
  • 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
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Book Categories

Authors

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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