Developing Creative Content for Games
Productivity Press (Verlag)
978-1-4987-7766-7 (ISBN)
Key Features
Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards
Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills
Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses
Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task
Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications
Greg Johnson has been a Professor at the Savannah College of Art and Design since 1996 after time as a graphic designer and an artist involved in television production. He received his MFA in Computer Arts from the Savannah College of Art and Design and his BA in Fine Arts from Louisiana State University in Shreveport. In addition to being a Professor, he also worked as a 3D Lead for Ascent Games and does freelance illustration work. Johnson has taught over fifty different courses in hundreds of classes in his eighteen plus years of teaching at the college level. His courses have included 3D sculpting, modeling, texturing, painting, animation, rigging, effects, programming, game design and development in the subject areas of computer art, game development, interactive design, and visual effects. He founded the Game Development department at SCAD and has developed courses for the Game Development, Computer Arts, Visual Effects, and Scientific Illustration areas of study at SCAD. For the last seven years he has been teaching an introduction to digital sculpture class using ZBrush.
Foreword. Introduction. Beginning the Process. Game Concept. Game Design. Game Mechanics. Gameplay. Story. Setting. Characters. Enemies and Monsters. Adventure. Challenges. Rewards. End Game. Optional Elements. Publishing. Conclusion. Glossary. Appendix: Worksheet.
Erscheinungsdatum | 04.02.2019 |
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Zusatzinfo | 22 Halftones, black and white; 19 Illustrations, black and white |
Verlagsort | Portland |
Sprache | englisch |
Maße | 178 x 254 mm |
Gewicht | 548 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-4987-7766-X / 149877766X |
ISBN-13 | 978-1-4987-7766-7 / 9781498777667 |
Zustand | Neuware |
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