The Way We Play
Apress (Verlag)
978-1-4842-8788-0 (ISBN)
The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games.
Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production.
What You Will Learn
Understand theories within games design
Grasp what it takes to design and create your first game
Look back at previous popular games and what made them so great
Cover all aspects of design to allow you to begin designing your first video game
Who Is This Book For:
Anyone who would like to explore the fundamentals of game design and the theory behind it. This is also a chance to learn what goes into a game and how a game can be designed to be fun.
Michael Killick is a Games Design Teacher, Games Designer, and BAFTA Nominated Young Games Design Mentor. He is currently the lead of a Level 3 Games Development course and the student publishing company, Rizing Games, which offers students the chance to develop and release their mobile and console games to global markets. It’s his job to work with upcoming games designers to show them what they need to know to create their first video games and how they can publish these to the wider gaming world. Due to his work within games development and the support he has provided to young people, he has been chosen to be a BAFTA Member to continue his support for upcoming games designers.
Chapter 1: Your Design Journey Begins.- Chapter 2: Under the Hood.- Chapter 3: From Paper to Screen.- Chapter 4: FPS Character Controller Tutorial.- Chapter 5: Rule the World: Level Design.- Chapter 6: Friend or Foe? Enemy Design.- Chapter 7: MCM: Mechanics, Combat, and Multiplayer.- Chapter 8: 2D Platformer Tutorial.- Chapter 9: HUD and UI.- Chapter 10: Parting Advice.- Chapter 11: Conclusion: The End. Or Your Beginning?.- Game Design Document Template.
Erscheinungsdatum | 03.11.2022 |
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Zusatzinfo | 33 Illustrations, color; 1 Illustrations, black and white; XXII, 228 p. 34 illus., 33 illus. in color. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Schlagworte | Character Controller • Enemy Design • Game Design • Introduction • Level Design • Mechanics • UNITY |
ISBN-10 | 1-4842-8788-6 / 1484287886 |
ISBN-13 | 978-1-4842-8788-0 / 9781484287880 |
Zustand | Neuware |
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