Game design: principles, practice, and techniques : the ultimate guide for the aspiring game designer

Game design: principles, practice, and techniques : the ultimate guide for the aspiring game designer

Thompson, Jim

41,78 €(IVA inc.)

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 overviewof design theory, then progresses to design processes, and concludes with coverage of design production. INDICE: Introduction. DESIGN THEORY. History (Jim Thompson). Shoot-em-ups (Barnaby Berbank-Green). First person shooter (Jim Thompson). Platform games (Nic Cusworth). Strategy games (Jim Thompson). Puzzle games (Jim Thompson). Game structure types (Jim Thompson). Game structure case studies (Barnaby Berbank-Green). Single-player v. multiplayer (Barnaby Berbank-Green). Single-player/multiplayer case studies (Barnaby Berbank-Green). Platform-specific design (NicCusworth). Simulation and abstraction (Jim Thompson). 2D v. 3D (Barnaby Berbank-Green). 2D/3D case study (Barnaby Berbank-Green). Player viewpoints (Nic Cusworth). From real world to game world (Jim Thompson). Storytelling in games (Nic Cusworth). Cut scenes (Nic Cusworth). Motivation and objectives (Nic Cusworth). Players roles (Nic Cusworth). Difficulty curves (Barnaby Berbank-Green).Three catchwords (Jim Thompson and Barnaby Berbank-Green). DESIGN PROCESS. Starting the design process (Jim Thompson). Design inspirations (Jim Thompson). Research and development (Jim Thompson). Gathering material (Jim Thompson). Developing the game concept (Jim Thompson). Developing character concepts (Jim Thompson). Developing the environment concept (Jim Thompson). Communication andwriting (Jim Thompson). Detailed design spec (Jim Thompson). Level design (Jim Thompson. User interaction design (Jim Thompson and Barnaby Berbank-Green). Games editors (Jim Thompson). Game physics (Jim Thompson). Digital modeling (Jim Thompson). Digital modeling applications (Jim Thompson). Polygons and NURBs(Jim Thompson). Props and set-dressing (Jim Thompson). Texturing (Jim Thompson). Building characters (Jim Thompson). Audio design (Nic Cusworth). DESIGN PRODUCTION. Design production (Jim Thompson). Production realities (Jim Thompson). Tools of the trade (Barnaby Berbank-Green). Pre-production (Barnaby Berbank-Green). Prototyping (Barnaby Berbank-Green). Pitching ideas (Nic Cusworth). Bedroom coders (Barnaby Berbank-Green). Where to from here (Jim Thompson)? Resources. Glossary. Index. Credits.

  • ISBN: 978-0-471-96894-8
  • Editorial: John Wiley & Sons
  • Encuadernacion: Rústica
  • Páginas: 192
  • Fecha Publicación: 16/05/2008
  • Nº Volúmenes: 1
  • Idioma: Inglés