Gameplay and design - Kevin Oxland

Gameplay and design

(Autor)

Buch | Softcover
368 Seiten
2004
Addison-Wesley Educational Publishers Inc (Verlag)
978-0-321-20467-7 (ISBN)
118,65 inkl. MwSt
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Covering the process of video game design, this title builds up a set of techniques used by designers within the industry. It explains how and why things are done the way they are, and features first-hand experiences, examples and case studies from the creators of successful games such as Peter Molyneux's 'Black and White'.
What exactly is the elusive ingredient that makes a game worth playing? To create a great game you need passion, imagination, talent, a good understanding of game-play and design, experience, a dedicated team, good project management and lots of hard work. Every game developed is individual, but there are certain techniques and fundamentals that can be learnt to understand the creative process of game design, and those fundamentals will be discussed throughout this book.   Covering the process of game design, the book builds up a set of techniques used by designers within the industry. It will show and tell, explaining how and why things are done the way they are, and will feature first-hand experiences, examples and case studies from the creators of successful games such as ‘Lara Croft/Tomb Raider’ and Peter Molyneux’s ‘Black and White’. Throughout the book an imaginary game "Jumping Jack" will be discussed, taking the reader through the process of developing a design from the initial idea through to the full-blown specification. Demonstration levels and the design documents will be included on the accompanying CD, and these documents can be used as templates for future designs.   The book is divided into two parts. The first, Design DNA, discusses the components that make up a game design. The second part, Building the Design, describes the process of creating and formatting design documents. Using case studies and examples, the elements that create fun and absorbing game-play will be revealed. The book covers the range of major consoles such as PS2, Nintendo Gamecube, Xbox, Gameboy Advance and the PC, providing an insight into the different considerations a designer must be aware of for different platforms and producing cross-platform games.

Part I Design DNA
1 Introduction to Game-Play
2 Knowing your Audience
3 Ideas and Themes
4 Player Motivation
5 Feedback and Satisfaction
6 Rules and Boundaries
7 Rewards
8 Level Design
9 Education the Player
10 Stories and Movies within Games
11 Design Pitfalls
12 Punishing the Player
13 Game Designs of the Future
14 Interface
15 Artificial Intelligence
Part II Building the Design
16 The Creative Process
17 The Concept Document
18 The Full Design Document
19 Implementation
20 Production – Is it Done when it’s Done?
21 Tools of the Trade
22 Defining the Designer’s Role
23 The Finished Product
24 Entering the Games Industry

Erscheint lt. Verlag 20.5.2004
Verlagsort New Jersey
Sprache englisch
Maße 234 x 188 mm
Gewicht 682 g
Themenwelt Informatik Weitere Themen Computerspiele
ISBN-10 0-321-20467-0 / 0321204670
ISBN-13 978-0-321-20467-7 / 9780321204677
Zustand Neuware
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