Level Up!
The Guide to Great Video Game Design
(Sprache: Englisch)
Want to design and build cutting edge video games? Not sure where to start? Or just want to tweak the projects you're already working on?
Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man...
Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man...
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Want to design and build cutting edge video games? Not sure where to start? Or just want to tweak the projects you're already working on?Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maximo vs. Army of Zen and SpongeBob Squarepants. This book is full of Rogers' whit and funky style which demonstrates everything you need to know about designing great video games.
Level Up! has been written with all levels of game designers in mind. The first chapter is aimed at readers new to game designing...but if you're not a beginner then feel free to skip the first chapter and delve straight in to the serious stuff!
It covers the entire video game creation process, allowing you to learn:
How to develop marketable ideas
What perils and pitfalls await them during a game's pre-production, production and post-production stages
Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
Understanding what gamers want
Compelling character design
Working with player actions
Techniques for non-human characters
Camera techniques - the camera as a character
Designing UI and HUD
Beautiful level design
What game designers can learn from theme parks
Combat, puzzles and game mechanics
Fun and UNFUN
How to make the world's greatest Boss battle (and why not to do it)
and tons more - including the business of design, creating design documents, the pitch and more.
Want to design and build cutting edge video games? Not sure where to start? Or just want to tweak the projects you're already working on?
Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maximo vs. Army of Zen and SpongeBob Squarepants. This book is full of Rogers' whit and funky style which demonstrates everything you need to know about designing great video games.
Level Up! has been written with all levels of game designers in mind. The first chapter is aimed at readers new to game designing...but if you're not a beginner then feel free to skip the first chapter and delve straight in to the serious stuff!
It covers the entire video game creation process, allowing you to learn:
- How to develop marketable ideas
- What perils and pitfalls await them during a game's pre-production, production and post-production stages
- Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
- Understanding what gamers want
- Compelling character design
- Working with player actions
- Techniques for non-human characters
- Camera techniques - the camera as a character
- Designing UI and HUD
- Beautiful level design
- What game designers can learn from theme parks
- Combat, puzzles and game mechanics
- Fun and UNFUN
- How to make the world's greatest Boss battle (and why not to do it) and tons more - including the business of design, creating design documents, the pitch and more.
Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maximo vs. Army of Zen and SpongeBob Squarepants. This book is full of Rogers' whit and funky style which demonstrates everything you need to know about designing great video games.
Level Up! has been written with all levels of game designers in mind. The first chapter is aimed at readers new to game designing...but if you're not a beginner then feel free to skip the first chapter and delve straight in to the serious stuff!
It covers the entire video game creation process, allowing you to learn:
- How to develop marketable ideas
- What perils and pitfalls await them during a game's pre-production, production and post-production stages
- Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
- Understanding what gamers want
- Compelling character design
- Working with player actions
- Techniques for non-human characters
- Camera techniques - the camera as a character
- Designing UI and HUD
- Beautiful level design
- What game designers can learn from theme parks
- Combat, puzzles and game mechanics
- Fun and UNFUN
- How to make the world's greatest Boss battle (and why not to do it) and tons more - including the business of design, creating design documents, the pitch and more.
Inhaltsverzeichnis zu „Level Up! “
Foreword by Danny Bilson.About the Author.
Press Start!
Acknowledgments: Everything I Learned about Writing a Book.
Level 1 Welcome, N00bs!
A Brief History of Video Games.
Game Genres.
Who Makes this Stuff?
Programmer.
Artist.
Designer.
Producer.
Tester.
Composer.
Sound Designer.
Writer.
Have You Thought about Publishing?
Product Manager.
Creative Manager.
Art Director.
Technical Director.
And the Rest . . .
Level 1's Universal Truths and Clever Ideas.
Level 2 Ideas
Ideas: Where to Get Them and Where to Stick Them.
What do Gamers Want?
Why I Hate "Fun."
Brainstorming.
Breaking Writer's Block.
Level 2's Universal Truths and Clever Ideas.
Level 3 Writing the Story.
The Triangle of Weirdness.
Time to Wrap It Up.
Creating Characters.
A Few Pointers on Writing for Kids of All Ages.
Writing for Licenses.
Level 3's Universal Truths and Clever Ideas.
Level 4 You Can Design a Game, But Can You Do the Paperwork?
Writing the GDD, Step 1: The One-Sheet.
ESRB Ratings.
Writing the GDD, Step 2: The Ten-Pager.
The Rule of Threes.
Ten-Pager Outline.
The Game Design Document (and the Awful Truth about Writing Them).
Gameplay Progression.
The Beat Chart.
Above All, Don't Be a Schmuck.
Level 4's Universal Truths and Clever Ideas.
Level 5 The Three Cs, Part 1--Character.
Personality: Do We Really Need Another Badass?
Let's Get Personal.
Finally, We Talk about Gameplay.
Why Walk When You Can Run?
The Art of Doing Nothing.
Might as Well Jump.
Hoists and Teeters.
What Goes Up, Must Fall Down.
Me and My Shadow.
The Water's Fine... or Is It?
Be Kind to Our Four-Legged Friends.
Using All of the Parts.
We Are Not Alone.
Who Are the People in Your Neighborhood?
Level 5's Universal Truths and Clever Ideas.
Level 6 The Three Cs, Part 2--Camera.
Get It Right: Camera Views.
First Person Camera.
Third Person Camera.
Giving Up Control.
So You've Decided to Let the Player Control the Camera.
So You've Decided to Not Let the Player
... mehr
Have Control Over the Camera.
So You've Decided to Let the Player Sometimes Have Control Over the Camera.
Two and a Half D.
Isometric Camera.
Top-Down Camera.
Special Case Cameras.
Tunnel Vision.
Camera Shot Guide.
Camera Angle Guide.
Camera Movement Guide.
Other Camera Notes.
Always Point the Camera to the Objective.
Never Let the Character Get Out of the Camera's Sight.
Multiple Player Cameras.
Level 6's Universal Truths and Clever Ideas.
Level 7 The Three Cs, Part 3--Controls.
Dance, Monkey, Dance.
Character or Camera Relative?
Shake, Rattle and Roll.
Level 7's Universal Truths and Clever Ideas.
Level 8 Sign Language--HUD and Icon Design.
Health Bar.
Targeting.
Ammo Gauge.
Inventory.
Score.
Radar/Map.
Context-Sensitive Prompt.
The Clean Screen.
Icon Has Cheezburger?
Don't Get QTE.
HUDs, and Where to Stick 'Em.
There Are Other Screens Than the HUD.
The Pause that Refreshes.
A Final Word on Fonts.
Level 8's Universal Truths and Clever Ideas.
Level 9 Everything I Learned about Level Design, I Learned from Level 9.
The Top 10 Cliché Video Game Themes.
The Name Game.
Everything I Learned about Level Design, I Learned from Disneyland.
The Beat Chart.
Re-using Re-use.
The Gary Gygax Memorial Mapping Section.
The Dave Arnenson Memorial Mapping Section.
Wrapping Up Mapping.
Illusional Narrative.
Gray Matters.
Leave the Training Level for Last.
Level 9's Universal Truths and Clever Ideas.
Level 10 The Elements of Combat.
400 Quatloos on the Newcomer!
Now You have to Kiss Me.
On Moving.
On Guarding.
State of the Art Bang Bang.
The Best Gun for You.
Run and Gun.
Not Just Shooting.
Dammit Jones, Where Doesn't It Hurt?
Death: What is It Good For?
Level 10's Universal Truths and Clever Ideas.
Level 11 They All Want You Dead.
Bring on the Bad Guys.
I Love Designing Enemies.
I Hate You to Pieces.
Non-Enemy Enemies.
How to Create the World's Greatest Boss Battle.
Who's the Boss?
Size Matters.
Location, Location,
So You've Decided to Let the Player Sometimes Have Control Over the Camera.
Two and a Half D.
Isometric Camera.
Top-Down Camera.
Special Case Cameras.
Tunnel Vision.
Camera Shot Guide.
Camera Angle Guide.
Camera Movement Guide.
Other Camera Notes.
Always Point the Camera to the Objective.
Never Let the Character Get Out of the Camera's Sight.
Multiple Player Cameras.
Level 6's Universal Truths and Clever Ideas.
Level 7 The Three Cs, Part 3--Controls.
Dance, Monkey, Dance.
Character or Camera Relative?
Shake, Rattle and Roll.
Level 7's Universal Truths and Clever Ideas.
Level 8 Sign Language--HUD and Icon Design.
Health Bar.
Targeting.
Ammo Gauge.
Inventory.
Score.
Radar/Map.
Context-Sensitive Prompt.
The Clean Screen.
Icon Has Cheezburger?
Don't Get QTE.
HUDs, and Where to Stick 'Em.
There Are Other Screens Than the HUD.
The Pause that Refreshes.
A Final Word on Fonts.
Level 8's Universal Truths and Clever Ideas.
Level 9 Everything I Learned about Level Design, I Learned from Level 9.
The Top 10 Cliché Video Game Themes.
The Name Game.
Everything I Learned about Level Design, I Learned from Disneyland.
The Beat Chart.
Re-using Re-use.
The Gary Gygax Memorial Mapping Section.
The Dave Arnenson Memorial Mapping Section.
Wrapping Up Mapping.
Illusional Narrative.
Gray Matters.
Leave the Training Level for Last.
Level 9's Universal Truths and Clever Ideas.
Level 10 The Elements of Combat.
400 Quatloos on the Newcomer!
Now You have to Kiss Me.
On Moving.
On Guarding.
State of the Art Bang Bang.
The Best Gun for You.
Run and Gun.
Not Just Shooting.
Dammit Jones, Where Doesn't It Hurt?
Death: What is It Good For?
Level 10's Universal Truths and Clever Ideas.
Level 11 They All Want You Dead.
Bring on the Bad Guys.
I Love Designing Enemies.
I Hate You to Pieces.
Non-Enemy Enemies.
How to Create the World's Greatest Boss Battle.
Who's the Boss?
Size Matters.
Location, Location,
... weniger
Bibliographische Angaben
- Autor: Scott Rogers
- 2010, 1. Aufl., 514 Seiten, mit Abbildungen, Maße: 18,8 x 22,9 cm, Kartoniert (TB), Englisch
- Verlag: Wiley & Sons
- ISBN-10: 047068867X
- ISBN-13: 9780470688670
- Erscheinungsdatum: 18.12.2010
Sprache:
Englisch
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