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9781592004935

Game Design

by
  • ISBN13:

    9781592004935

  • ISBN10:

    1592004938

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2004-09-16
  • Publisher: Cengage Learning PTR

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Supplemental Materials

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Summary

"Game Design, Second Edition" offers a behind-the-scenes look at how a game gets designed and developed - from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources. It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role in the industry, understanding this entire process will help you do your job better. And if you're looking to break in, you'll find knowledge here that is usually only attained after years in the trenches.

Author Biography

Bob Bates began his game writing career at Infocom in 1986

Table of Contents

Introduction xxi
Part I Design
1(148)
Getting to ``Yes''
3(14)
Concept Development
3(3)
Genres
6(6)
Adventure Games
6(1)
Action Games
7(1)
Role-Playing Games (RPG)
7(1)
Strategy Games
8(1)
Simulations
9(1)
Sports Games
9(1)
Fighting Games
9(1)
Casual Games
10(1)
God Games
10(1)
Educational Games
11(1)
Puzzle Games
11(1)
Online Games
12(1)
Client Goals
12(2)
The Game Proposal Document
14(1)
High Concept
14(1)
Genre
14(1)
Gameplay
14(3)
Features
15(1)
Setting
15(1)
Story
15(1)
Target Market
15(1)
Target Hardware Platforms
15(1)
Estimated Schedule and Budget
15(1)
Competitive Analysis
16(1)
The Team
16(1)
Document Summary
16(1)
Principles of Game Design
17(22)
Player Empathy
17(1)
Feedback
18(1)
Grounding the Player
18(2)
The Moment-to-Moment Experience
20(1)
Verbs
20(1)
Hazards
20(1)
Immersion
21(1)
Writing
22(1)
Design Within Limits
22(1)
Removing Impediments
23(3)
Disc Swapping
23(1)
Load Times
23(1)
Game Interruptions
24(1)
Saving the Game
24(1)
Housekeeping
24(1)
Bugs
25(1)
Interface Design
26(2)
The Start-Up Screen
28(1)
Customizable Controls
29(1)
Cheat Codes
30(1)
Tutorial or Practice Mode
30(1)
Structure and Progression
31(1)
Taking Care of the Player
32(3)
Dead Man Walking
33(1)
Protect Newbies
33(1)
Play It Again, Sam
34(1)
Give the Player the Information He Needs
34(1)
Reduce Player Paranoia
35(1)
Offer Levels of Difficulty
35(1)
How to Design
35(4)
Create an Integrated Whole
35(1)
Economy of Design
36(1)
Where Do You Get Your Ideas?
37(2)
Genre-Specific Game Design Issues
39(56)
Action Games
39(5)
Point of View
39(2)
Level Design
41(1)
Weapons
41(1)
Engine
42(1)
Graeme Devine
43(1)
RPGs
44(4)
Character Growth
44(1)
Character Attributes and Skills
44(1)
Statistics
45(1)
Story
45(1)
Combat
46(1)
Warren Spector
47(1)
Adventure Games
48(4)
Story
49(1)
Puzzles
49(1)
Interface
50(1)
Linearity versus Nonlinearity
50(1)
Exploration
50(1)
Ron Gilbert
51(1)
Strategy Games
52(6)
Resources
53(1)
Teams
53(1)
Units and Weapons
54(1)
Realism versus Fun
54(1)
Artificial Intelligence (AI)
54(1)
Testing
55(1)
Missions
55(1)
Mike Verdu
56(2)
Simulations
58(4)
Wish Fulfillment
58(1)
Hard-Core versus Casual
58(2)
Interface
60(1)
Keep It Fun
60(1)
David Kaemmer
60(2)
Sports Games
62(4)
Know the Rules
62(1)
The Meta-Game
62(1)
Licenses
63(1)
The Look
63(1)
Features and Interface
64(1)
Dale Jackson
64(2)
Fighting Games
66(4)
Ed Boon
67(3)
Casual Games
70(4)
Steve Meretzky
70(4)
God Games
74(6)
Will Wright
75(5)
Educational Games
80(4)
Kenny Dinkin
80(4)
Puzzle Games
84(4)
Scott Kim
85(3)
Online Games
88(7)
Raph Koster
91(4)
Storytelling
95(12)
Plot: The Three-Act Structure
96(2)
The Beginning
96(1)
The Middle
97(1)
The End
98(1)
Setting
98(1)
Character Development
99(2)
Character Growth
101(1)
Interactivity
101(1)
The Tools of the Trade
102(2)
Cutscenes
103(1)
Scripted Events
103(1)
Dialogue
103(1)
The Hero's Journey
104(3)
Joseph Campbell's Heroes
104(1)
The Designer's Journey
105(2)
Level Design
107(12)
Concept Work
107(3)
Building the Level
110(1)
Gameplay
111(6)
Goals
111(1)
Structure and Progression
112(1)
Flow Control
113(1)
Degree of Difficulty
114(1)
Balance
115(1)
Puzzles
116
Other Design Tips
115(2)
Evaluation
117(2)
Designing the Puzzle
119(16)
Types of Puzzles
120(7)
Ordinary Use of an Object
120(1)
Unusual Use of an Object
120(1)
``Building'' Puzzles
121(1)
Information Puzzles
121(1)
Codes, Cryptograms, and Other ``Word'' Puzzles
122(1)
Excluded Middle Puzzles
122(1)
Preparing the Way
123(1)
People Puzzles
123(1)
Timing Puzzles
123(1)
Sequence Puzzles
124(1)
Logic Puzzles
124(1)
Classic Game Puzzles
125(1)
Riddles
125(1)
Dialog Puzzles
125(1)
Dialog Puzzles
126(1)
Machinery Puzzles
126(1)
Alternative Interfaces
126(1)
Mazes
127(1)
Gestalt Puzzles
127(1)
What Makes a Bad Puzzle?
127(2)
Restore Puzzles
128(1)
Arbitrary Puzzles
128(1)
Designer Puzzles
128(1)
Binary Puzzles
129(1)
Hunt-the-Pixel Puzzles
129(1)
What Makes a Good Puzzle?
129(1)
Fairness
129(1)
Appropriate to the Environment
130(1)
Amplifying the Theme
130(1)
The V-8 Response
130(1)
Levels of Difficulty
130(2)
Bread Crumbs
131(1)
The Solution's Proximity to the Puzzle
131(1)
Alternative Solutions
132(1)
Red Herrings
132(1)
Steering the Player
132(1)
How to Design the Puzzle
132(2)
Creating the Puzzle
133(1)
The Villain
133(1)
Player Empathy
133(1)
Summary
134(1)
Franchises, Brands, and Licenses
135(14)
Creating an Internal Franchise
137(6)
Inside the Character
138(2)
The Visual Look
140(1)
Revealing Character
141(1)
World-Based Franchises
142(1)
Working with an External License
143(6)
Acquiring the License
143(1)
Working with the Licensor
144(2)
Creating the Material
146(3)
Part II Team
149(52)
The Development Team
151(32)
Vision
152(1)
Production
153(6)
The External Producer
154(2)
The Internal Producer
156(2)
The Assistant and Associate Producers
158(1)
Design
159(6)
The Game Designer
160(2)
The Level Designer
162(1)
The Writer
163(2)
Programming
165(6)
The Tech Lead
165(3)
Programmers
168(3)
Artwork
171(5)
The Art Lead
171(2)
Artists
173(3)
Testing
176(4)
The Test Lead
177(2)
Testers
179(1)
The Cabal Approach
180(3)
External Resources
183(18)
Administrative Issues
183(2)
Voice
185(3)
Music
188(3)
Sound Effects
191(2)
Video
193(1)
Motion Capture
194(1)
Language Localization
195(3)
The Manual
198(1)
Legal Issues (Getting the Rights)
199(2)
Part III Development
201(34)
Project Lifecycle and Documents
203(14)
Concept Development
203(4)
The High Concept
204(1)
The Game Proposal (``Pitch Doc'')
204(1)
The Concept Doc
204(3)
Preproduction (Proof of Concept)
207(5)
The Game Design Document
208(1)
The Art Production Plan
208(1)
The Technical Design Document
209(1)
The Project Plan
210(1)
Game Prototype
211(1)
Development
212(2)
Alpha
214(1)
Beta
214(1)
Code Freeze
215(1)
RTM (Release to Manufacture)
215(1)
Patches
216(1)
Upgrades
216(1)
Managing Development
217(18)
Agile Development
218(1)
Managing Development
219(1)
Design
219(1)
Planning and Scheduling
220(5)
Selecting the Right Lifecycle Model
225(2)
The Waterfall
225(1)
The Modified Waterfall
225(1)
Iterative Prototyping
226(1)
Problems
227(3)
Classic Mistakes
227(3)
Recovery
230(3)
Ineffective Strategies
230(2)
The Back of the Wagon
232(1)
Other Recovery Strategies
232(1)
Management Style
233(2)
Part IV The Business
235(30)
The Business
237(18)
How Mainstream Games Are Sold
237(2)
The Publishing Team
239(6)
Public Relations (PR)
239(2)
Marketing
241(1)
Sales
242(3)
Promotional Tools
245(4)
Demos
245(2)
Interviews
247(1)
Screenshots
247(1)
Sell Sheets
248(1)
The Bottom Line
249(1)
Business Development
249(3)
Advances
249(1)
Royalties
250(1)
Reserve Against Returns
250(1)
Milestones and Deliverables
251(1)
Rights
251(1)
Proprietary Technology
252(1)
Term
252(1)
Termination
252(1)
Confidentiality
252(1)
Ancillary Revenues
252(1)
``Indie'' Development
252(3)
Breaking In
255(10)
General Advice
255(5)
Getting Ready
255(2)
Your Demo
257(1)
The Cover Letter and Resume
258(1)
The Interview
258(2)
Applying for Specific Positions
260(3)
Programmers
260(1)
Artists
260(1)
Level Designers
261(1)
Producers
261(1)
Testers
261(1)
Composers and Sound Effects Technicians
262(1)
Game Designers
262(1)
Finding Job Openings
263(2)
Part V Conclusion
265(4)
The Hero's Journey
267(2)
Part VI Appendixes
269(56)
Appendix A Project Documents
271(46)
Index to Documents
272(1)
High Concept Doc
273(1)
Game Proposal (``Pitch Doc'')
274(1)
Concept Doc
275(1)
Game Design Doc (GDD)
276(16)
Art Production Plan
292(6)
Technical Design Doc
298(6)
Test Plan
304(5)
Project Plan
309(3)
External Events
312(1)
Current Risks
313(1)
Credits
314(2)
Change List and Project Archives
316(1)
Appendix B Resources
317(8)
Bibliography
317(1)
Game Design
317(1)
Software Management
318(1)
Storytelling
318(1)
Magazines
319(1)
Web Sites
319(1)
Conferences and Trade Shows
319(2)
Industry News
321(1)
Organizations
322(1)
Schools
322(1)
Argentina
322(1)
Australia
322(1)
Brazil
322(1)
Canada
322(1)
Denmark
322(1)
Germany
323(1)
Hong Kong
323(1)
India
323(1)
New Zealand
323(1)
Spain
323(1)
Sweden
323(1)
United Kingdom
323(1)
United States
323(2)
Glossary 325(4)
Index 329

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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