Foreword | p. xiii |
Preface | p. xv |
Acknowledgments | p. xvii |
Introduction to Game Design | p. 1 |
What is Game Design? | p. 3 |
Foundations | p. 3 |
Game Design | p. 10 |
Summary | p. 15 |
Chapter Exercises | p. 16 |
What Does a Game Designer Do? | p. 17 |
Wear Many Hats | p. 17 |
Hedonistic Brainstorming | p. 21 |
How Much Freedom? | p. 22 |
Once the Design is Done | p. 26 |
The Game is Too Hard | p. 31 |
Summary | p. 32 |
Chapter Exercises | p. 33 |
Design Boot Camp: Doing Your Homework | p. 35 |
Gathering Information | p. 35 |
In Cold Blood | p. 37 |
Mind Mapping | p. 40 |
The Wonder of Children's Books | p. 43 |
What Inspired You to Make Games? | p. 47 |
Reporting Information | p. 52 |
Writing in a Wiki World | p. 55 |
Summary | p. 61 |
Chapter Exercises | p. 62 |
Design Boot Camp: Creativity and Gray Matter | p. 63 |
Care and Feeding of the Brain | p. 63 |
Creativity | p. 71 |
Forts: Going Too Far with Creativity | p. 73 |
Brainstorming Thoughts | p. 79 |
Summary | p. 82 |
Chapter Exercises | p. 82 |
The Design Document | p. 83 |
Design Document Components | p. 83 |
Hollywood Kahunapitch Document | p. 87 |
Be Funny | p. 101 |
Where to Start? Agatha Christie's And Then There Were None | p. 106 |
Our Game | p. 109 |
Summary | p. 114 |
Chapter Exercises | p. 115 |
Learning Our Tools | p. 117 |
Scripting Languages and Game Development | p. 117 |
Introduction to Lua | p. 118 |
Lua Basics | p. 119 |
Variables | p. 121 |
Operators | p. 122 |
Control Structures | p. 124 |
Functions | p. 127 |
Standard Libraries | p. 128 |
More on Strings | p. 131 |
Basic I/O | p. 134 |
Luaglue | p. 135 |
Summary | p. 143 |
Chapter Exercises | p. 143 |
Game Design Theory | p. 145 |
The Atoms of a Game | p. 147 |
Atoms | p. 147 |
What Does a Player Do? | p. 157 |
Quake 2 Experiment | p. 161 |
Summary | p. 163 |
Chapter Exercises | p. 163 |
Player Perceptions and Emotions | p. 165 |
Perception | p. 165 |
Quake Done Small | p. 169 |
Emotions | p. 174 |
Zork's Magic Raft | p. 179 |
Summary | p. 182 |
Chapter Exercises | p. 182 |
Player Challenge | p. 183 |
Player Actions | p. 183 |
Game Flow | p. 184 |
Challenge | p. 185 |
Summary | p. 198 |
Chapter Exercises | p. 198 |
Real-World Game Design | p. 199 |
User Interface | p. 201 |
Interface Atoms | p. 201 |
Pulling the Player Away | p. 204 |
Know Your Users | p. 207 |
General Interface Design | p. 207 |
Front-End Interfaces | p. 207 |
Informational Displays | p. 217 |
Summary | p. 225 |
Chapter Exercises | p. 225 |
Inventory and Power-Up Management | p. 227 |
Inventory System | p. 227 |
Designing Player Use Items | p. 230 |
Powerups or Items? | p. 232 |
Summary | p. 247 |
Chapter Exercises | p. 248 |
Environment Design | p. 249 |
Container for Interactivity | p. 249 |
Key Roles of Game Environments | p. 251 |
Flaming Trees | p. 251 |
Designing for Gameplay | p. 253 |
Prey Environments | p. 256 |
Form and Function | p. 261 |
Level Design Resources | p. 264 |
Eye Opener Implementation | p. 265 |
Summary | p. 274 |
Chapter Exercises | p. 274 |
Puzzle Design | p. 275 |
What is a Puzzle? | p. 275 |
Puzzle Design: Wiring Puzzle | p. 285 |
Level Designers | p. 287 |
Puzzle Variations | p. 287 |
Eye Opener Implementation | p. 294 |
Designing a Puzzle | p. 297 |
Summary | p. 303 |
Chapter Exercises | p. 303 |
Conflict Design | p. 305 |
Static Obstacles | p. 306 |
Dynamic "Artificially Itelligent" Obstacles | p. 307 |
Too Much Thought | p. 308 |
Summary | p. 333 |
Chapter Exercises | p. 334 |
Game Flow Design | p. 335 |
What is Game Flow? | p. 335 |
Missions and Scenarios | p. 337 |
Campaigns | p. 343 |
The Myth of Prester John | p. 345 |
Creating Game Flow | p. 350 |
Summary | p. 350 |
Chapter Exercises | p. 351 |
Storytelling | p. 353 |
What is a Story? | p. 353 |
Design Story | p. 359 |
How Do You Deliver a Story in a Game? | p. 360 |
Humor in Games | p. 363 |
Summary | p. 369 |
Chapter Exercises | p. 370 |
Next Steps | p. 371 |
Practice Your Skills | p. 371 |
Create a Demo Portfolio | p. 372 |
Breaking into the Business | p. 373 |
Summary | p. 379 |
About the CD-ROM | p. 381 |
Index | p. 383 |
Table of Contents provided by Ingram. All Rights Reserved. |
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.