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9781584504719

Game Design A Practical Approach

by
  • ISBN13:

    9781584504719

  • ISBN10:

    1584504714

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2006-07-27
  • Publisher: Cengage Learning
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Summary

Game Design: A Practical Approach is written for new game designers, practicing designers, and serious gamers wanting to create their own designs. Throughout the pages of this book, you'll find a complete and practical introduction to the craft of game design, starting at square one with an exploration of just what a game and game design are. From there you'll explore the skills you need to have as a game designer and learn when and how to use them. Then you'll dive into the very practical nuts and bolts of a number of vital game design topics, including how to balance gamplay? what is risk-reward? how do you scale challenge? And along the way, you'll learn the scripting language, Lua, and work with a sample game as you test and explore the game design concepts being discussed. The book is packed with the invaluable insights and tips you need to master the art of game design, including a variety of "from the trenches" sidebars by some of the industry's top game designers. So whether you're a new designer, experienced professional, or serious gamer, you'll find the tools and wisdom you need to succeed as a game designer.

Table of Contents

Forewordp. xiii
Prefacep. xv
Acknowledgmentsp. xvii
Introduction to Game Designp. 1
What is Game Design?p. 3
Foundationsp. 3
Game Designp. 10
Summaryp. 15
Chapter Exercisesp. 16
What Does a Game Designer Do?p. 17
Wear Many Hatsp. 17
Hedonistic Brainstormingp. 21
How Much Freedom?p. 22
Once the Design is Donep. 26
The Game is Too Hardp. 31
Summaryp. 32
Chapter Exercisesp. 33
Design Boot Camp: Doing Your Homeworkp. 35
Gathering Informationp. 35
In Cold Bloodp. 37
Mind Mappingp. 40
The Wonder of Children's Booksp. 43
What Inspired You to Make Games?p. 47
Reporting Informationp. 52
Writing in a Wiki Worldp. 55
Summaryp. 61
Chapter Exercisesp. 62
Design Boot Camp: Creativity and Gray Matterp. 63
Care and Feeding of the Brainp. 63
Creativityp. 71
Forts: Going Too Far with Creativityp. 73
Brainstorming Thoughtsp. 79
Summaryp. 82
Chapter Exercisesp. 82
The Design Documentp. 83
Design Document Componentsp. 83
Hollywood Kahunapitch Documentp. 87
Be Funnyp. 101
Where to Start? Agatha Christie's And Then There Were Nonep. 106
Our Gamep. 109
Summaryp. 114
Chapter Exercisesp. 115
Learning Our Toolsp. 117
Scripting Languages and Game Developmentp. 117
Introduction to Luap. 118
Lua Basicsp. 119
Variablesp. 121
Operatorsp. 122
Control Structuresp. 124
Functionsp. 127
Standard Librariesp. 128
More on Stringsp. 131
Basic I/Op. 134
Luagluep. 135
Summaryp. 143
Chapter Exercisesp. 143
Game Design Theoryp. 145
The Atoms of a Gamep. 147
Atomsp. 147
What Does a Player Do?p. 157
Quake 2 Experimentp. 161
Summaryp. 163
Chapter Exercisesp. 163
Player Perceptions and Emotionsp. 165
Perceptionp. 165
Quake Done Smallp. 169
Emotionsp. 174
Zork's Magic Raftp. 179
Summaryp. 182
Chapter Exercisesp. 182
Player Challengep. 183
Player Actionsp. 183
Game Flowp. 184
Challengep. 185
Summaryp. 198
Chapter Exercisesp. 198
Real-World Game Designp. 199
User Interfacep. 201
Interface Atomsp. 201
Pulling the Player Awayp. 204
Know Your Usersp. 207
General Interface Designp. 207
Front-End Interfacesp. 207
Informational Displaysp. 217
Summaryp. 225
Chapter Exercisesp. 225
Inventory and Power-Up Managementp. 227
Inventory Systemp. 227
Designing Player Use Itemsp. 230
Powerups or Items?p. 232
Summaryp. 247
Chapter Exercisesp. 248
Environment Designp. 249
Container for Interactivityp. 249
Key Roles of Game Environmentsp. 251
Flaming Treesp. 251
Designing for Gameplayp. 253
Prey Environmentsp. 256
Form and Functionp. 261
Level Design Resourcesp. 264
Eye Opener Implementationp. 265
Summaryp. 274
Chapter Exercisesp. 274
Puzzle Designp. 275
What is a Puzzle?p. 275
Puzzle Design: Wiring Puzzlep. 285
Level Designersp. 287
Puzzle Variationsp. 287
Eye Opener Implementationp. 294
Designing a Puzzlep. 297
Summaryp. 303
Chapter Exercisesp. 303
Conflict Designp. 305
Static Obstaclesp. 306
Dynamic "Artificially Itelligent" Obstaclesp. 307
Too Much Thoughtp. 308
Summaryp. 333
Chapter Exercisesp. 334
Game Flow Designp. 335
What is Game Flow?p. 335
Missions and Scenariosp. 337
Campaignsp. 343
The Myth of Prester Johnp. 345
Creating Game Flowp. 350
Summaryp. 350
Chapter Exercisesp. 351
Storytellingp. 353
What is a Story?p. 353
Design Storyp. 359
How Do You Deliver a Story in a Game?p. 360
Humor in Gamesp. 363
Summaryp. 369
Chapter Exercisesp. 370
Next Stepsp. 371
Practice Your Skillsp. 371
Create a Demo Portfoliop. 372
Breaking into the Businessp. 373
Summaryp. 379
About the CD-ROMp. 381
Indexp. 383
Table of Contents provided by Ingram. All Rights Reserved.

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