Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer

Forside
John Wiley & Sons, 9. mars 2007 - 192 sider
Practical, complete coverage of game design basics from design process to production

This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production.

Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.
 

Utvalgte sider

Innhold

DESIGN THEORY
10
Shootemups
18
Platform games
24
Puzzle games
30
game structure
36
Platformspecific design
42
2D and 3D games
48
Real world to gameworld
54
Environment concept
98
Detailed design specifications
106
User interaction design
118
Game physics
124
Digital modeling applications
130
Texturing
138
Building a character
148
Music and audio design
160

Cut scenes
60
Difficulty curves
66
DESIGN PROCESS
72
Design inspirations
78
Research and development
84
Game concept
92
The production process
166
Tools of the trade
172
Bedroom coders
178
Resources
184
Credits
192
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Om forfatteren (2007)

Jim Thompson is Course Leader for undergraduate and postgraduate Games Design at the University of Central Lancashire, the main provider of design education in the northwest of England. He is also a Director of his own games company.

Barnaby Berbank-Green has been a games designer for nearly 10 years and has worked on games such as "Sims 2 Mobile," "Need for Speed: Most Wanted," "System Rush," and many others.

Nic Cusworth has worked on a number of published projects as a lead designer, including the award-winning "Final Fantasy VII: Dirge of Cerberus - Lost Episode" for cell phone, and the multimillion-selling "Croc" games for PlayStation.

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