Rogers, S: Level Up! Guide to Great Video Game Design
(Sprache: Englisch)
Want to design your own video games? Let expert Scott Rogers show you how!If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game...
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Want to design your own video games? Let expert Scott Rogers show you how!If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:* Developing your game design from the spark of inspiration all the way to production* Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged* Creating games for mobile and console systems - including detailed rules for touch and motion controls* Monetizing your game from the design up* Writing effective and professional design documents with the help of brand new examplesLevel Up! 2nd Edition is includes all-new content, an introduction by David "God of War" Jaffe and even a brand-new chili recipe -making it an even more indispensable guide for video game designers both "in the field" and the classroom.Grab your copy of Level Up! 2nd Edition and let's make a game!
Inhaltsverzeichnis zu „Rogers, S: Level Up! Guide to Great Video Game Design “
INTRODUCTIONPress Start! 1If You Are Anything Like Me 1No, You Can't Have My Job 3Who Is This Book For? 4Why a Second Edition? 6LEVEL 1 Welcome, N00bs! 7A Brief History of Video Games 10The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens 14Game Genres 16Who Makes This Stuff ? 17Programmer 18Artist 19Designer 20Producer 20Tester 21Composer 22Sound Designer 23Writer 23Have You Thought about Publishing? 25Product Manager 25Creative Manager 25Art Director 26Technical Director 26Marketing Team 26And the Rest 26LEVEL 2 Ideas 29Ideas: Where to Get Them and Where to Stick Them 30Getting Ahead of the Game 32What Do Gamers Want? 35Brainstorming 36Breaking Writer's Block 38Why I Hate "Fun" 40LEVEL 3 Writing the Story 43Once Upon a Time 43The Triangle of Weirdness 50A Likely Story 52Time to Wrap It Up 55A Game by Any Other Name 56Creating Characters Your Players Care About 58A Few Pointers on Writing for Kids of All Ages 62Writing for Licenses 62LEVEL 4 You Can Design a Game, but Can You Do the Paperwork? 65Writing the GDD, Step 1: The One-Sheet 68ESRB Ratings 69Unique Selling Points 70Competitive Products 70Writing the GDD, Step 2: The Ten-Pager 71The Rule of Threes 72The Ten-Pager Outline 73Page 1: Title Page 73Page 2: Game Outline 73Page 3: Character 74Page 4: Gameplay 75Page 5: Game World 76Page 6: Game Experience 76Page 7: Gameplay Mechanics 77Page 8: Enemies 79Page 9: Multiplayer and Bonus Materials 80Page 10: Monetization 80Writing the GDD, Step 3: Gameplay Progression 81Writing the GDD, Step 4: The Beat Chart 82Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) 85Writing the GDD, Step 6: Above All, Don't Be a Jerk 89LEVEL 5 The Three Cs, Part 1: Character 93Who Do You Want To Be Today? 94Personality: Do We Really Need Another Kratos? 96Let's Get Personal 98Using All the Parts 102Games Without Characters 103We Are Not Alone 104When More Is More 107Who Are the People in Your Neighborhood? 109Finally, We Talk
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About Gameplay 111Metrics for Non-Characters 114Be Kind to Our Four-Legged Friends 114Why Walk When You Can Run? 114The Art of Doing Nothing 119Might as Well Jump 120Hoists and Teeters 124What Goes Up Must Fall Down 125Me and My Shadow 126The Water's Fine or Is It? 127LEVEL 6 The Three Cs, Part 2: Camera 131Get It Right: Camera Views 132First Person Camera 136Third Person Camera 138Giving Up Control 142So You've Decided to Let the Player Control the Camera 142So You've Decided Not to Let the Player Have Control over the Camera 144So You've Decided to Let Players Sometimes Have Control over the Camera 145Two and a Half D 145Isometric Camera 146Top-Down Camera 148AR Cameras 149Special Case Cameras 149Tunnel Vision 150Camera Shot Guide 150Camera Angle Guide 153Camera Movement Guide 154Other Camera Notes 157Always Point the Camera to the Objective 158Never Let the Character Get out of the Camera's Sight 159Multiple-Player Cameras 159LEVEL 7 The Three Cs, Part 3: Controls 163Control Is in Your Hand 164You've Got the Touch 167Dance, Monkey, Dance 169Character or Camera Relative? 175Shake, Rattle, and Roll 177LEVEL 8 Sign Language: HUD and Icon Design 181Heads Up! 181Health Bar 182Targeting Reticule 183Ammo Gauge 184Inventory 185Score/Experience 185Positive Messaging 186Radar/Map 187Context-Sensitive Prompts 188The Clean Screen 190Icon Has Cheezburger? 191Creating Icons for Mobile Games 194Don't Get QTE 196HUDs and Where to Stick 'Em 198There Are Other Screens Th an the HUD 199A Final Word on Fonts 207LEVEL 9 Everything I Learned About Level Design, I Learned from Level 9 209The Top 10 Cliché Video Game Themes 212The Name Game 218Everything I Learned About Level Design, I Learned from Disneyland 220Mapping the World 221Foreshadowing 222Goal Setting 223Following Procedure 225You've Got the Beat 227Re-using Re-use 229The Gary Gygax Memorial Mapping Section 230Sandbox Play 233Illusional Narrative 236The Dave Arneson Memorial Mapping Section 237Wrapping Up Mapping 248Gray Matters 251Leave the Training Level for Last 253Levels without Characters 254LEVEL 10 The Elements of Combat 257400 Quatloos on the Newcomer! 259Put 'Em Up! 262And a One and a Two 266The Big Finish 268Live by the Sword 270Now You Have to Kiss Me 273Let's Get Defensive 273Dodging the Bullet 276On Guarding 277State of the Art Bang Bang 281The Best Gun for You 286Run and Gun 290Not Just Shooting 293Dang it, Jones! Where Doesn't It Hurt? 297Death: What Is It Good For? 299Conflict Without Combat 301LEVEL 11 They All Want You Dead 305Sizing Up the Enemy 307Bad Behavior 308How Rapid is Rapid? 313Movement Style 316Bring on the Bad Guys 318I Love Designing Enemies 327The Alphabetical Bestiary of Choices 328I Hate You to Pieces 337Non-Enemy Enemies 341How to Create the World's Greatest Boss Battle 342Who's the Boss? 342Size Matters 344Location, Location, Location 349Why Not to Create the World's Greatest Boss Battle 351LEVEL 12 The Nuts and Bolts of Mechanics 353The Mechanics of Mechanics 353Holy Death Trap! 357What I Learned from Making Kids Cry 360Time to Die 361Th e Music of Mechanics 364Chip Off the Old Block 368A Nice Little Calm Spot 371Riddle Me Th is 372Puzzle Me That 375Minigames and Microgames 377LEVEL 13 Now You're Playing with Power 381Powering Up 381"Love Thy Player" 388Seriously "Love Thy Player" 390More Wealth Than You Can Imagine! 391High Score 394Achievements 395Money! Money! Money! 395Souvenirs 399Bonus Section about Bonus Features 400How to Win at Losing 402LEVEL 14 Multiplayer--The More the Merrier 405How Many Is the Right Number? 410MMORPGS, or Hell Is Other People 410Designing Multiplayer Levels 415Planning Your Level 415Mapping Your Level 416Building Your Level 417The Dirty Half Dozen 418LEVEL 15 Everybody Wins: Monetization 419Cashing In 422Money Is the Root of Something Something 423LEVEL 16 Some Notes on Music 427I Know It When I Hear It 429Music with Style 430And the Beat Goes On 431Sounds Like a Game to Me 434LEVEL 17 Cutscenes, or No One's Gonna Watch 'Em Anyway 441A Cut Above 442How to Write a Screenplay in Eight Easy Steps 444Finding Your Voice 448LEVEL 18 And Now the Hard Part 451No One Cares About Your Stupid Little World 452Who's Paying? 455Video Games Is a Haaaard Business 456When Reality Gets in the Way 457Emergent, Vertical, or Horizontal? 459What to Do for an Encore? 462Continue? 467Time to Level Up! 467BONUS LEVEL 1 The One-Sheet Sample 469BONUS LEVEL 2 The Ten-Page Design Document Sample 473BONUS LEVEL 3 Game Design Document Template 485BONUS LEVEL 4 The Medium-Sized List of Story Genres 493BONUS LEVEL 5 Game Genres 495BONUS LEVEL 6 The Big List of Environments 503BONUS LEVEL 7 Mechanics and Hazards 507BONUS LEVEL 8 Enemy Design Template 509BONUS LEVEL 9 Boss Design Template 511BONUS LEVEL 10 High-Concept Pitch Presentation 513BONUS LEVEL 11 Achievement Unlocked: Exactly Like Making Chili 521Index 523
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Bibliographische Angaben
- Autor: Scott Rogers
- 2. Auflage, XII, 535 Seiten, Maße: 18,4 x 23,3 cm, Kartoniert (TB), Englisch
- Verlag: Wiley John + Sons
- ISBN-10: 1118877160
- ISBN-13: 9781118877166
- Erscheinungsdatum: 09.05.2014
Sprache:
Englisch
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