Acknowledgments | p. ix |
About the Author | p. x |
Introduction | p. xi |
A Brief History of Video Games | p. 1 |
In the Beginning... | p. 2 |
Arcade Systems | p. 5 |
A Timeline | p. 7 |
Technologies | p. 9 |
Home Entertainment | p. 12 |
Summary | p. 19 |
References | p. 20 |
Introduction to Video Game Design | p. 21 |
Gaming Perspectives | p. 23 |
Genres | p. 23 |
Perspectives | p. 33 |
Markets | p. 36 |
From Idea to Design | p. 39 |
Stories and Narrative Elements | p. 43 |
Descriptive Elements | p. 45 |
General Design Issues | p. 47 |
Summary | p. 50 |
References | p. 51 |
Video Game Design in Practice | p. 53 |
Information Organization | p. 56 |
Planning | p. 61 |
Documentation | p. 67 |
Summary | p. 76 |
References | p. 76 |
Platforms and Technologies | p. 77 |
Platforms | p. 79 |
The Design Platform | p. 89 |
Technologies | p. 91 |
Special Cases | p. 94 |
Summary | p. 97 |
References | p. 97 |
Sound, Music, and Graphics | p. 99 |
Sound Effects and Music | p. 100 |
Graphics | p. 108 |
Concept Art and Sound | p. 120 |
Summary | p. 123 |
References | p. 123 |
Object-Oriented Game Design | p. 125 |
OO Primer | p. 126 |
Relationships | p. 133 |
Object Model | p. 137 |
Summary | p. 139 |
Game Mechanics | p. 141 |
Game Rules | p. 143 |
Game Physics | p. 149 |
Game AI | p. 154 |
Summary | p. 159 |
References | p. 160 |
Mods, Scripts, and Development | p. 161 |
Modding Explained | p. 163 |
Scripting and Modding | p. 171 |
Developing in Perspective | p. 175 |
Summary | p. 182 |
User Interface Design | p. 185 |
The Physical User Interface | p. 186 |
The Graphical User Interface | p. 190 |
The Game Universe Interface | p. 198 |
The Logical Interface | p. 204 |
Summary | p. 206 |
References | p. 207 |
Level and Mission Design | p. 209 |
Introduction to Level Design | p. 210 |
Designing Buildings | p. 215 |
Mission Design | p. 219 |
Integrating Levels and Missions | p. 223 |
Other Level and Mission Types | p. 226 |
Summary | p. 230 |
References | p. 231 |
Using Vehicles and Objects | p. 233 |
Vehicles | p. 234 |
Objects | p. 239 |
Nonplayer Characters | p. 246 |
Summary | p. 250 |
References | p. 250 |
Video Game AI Design | p. 251 |
Genre-Based Video Game AI | p. 254 |
State-Driven AI | p. 259 |
Behavior-Driven AI | p. 261 |
AI and Evolution | p. 265 |
Communicating AI | p. 266 |
Beyond Event-Driven AI | p. 268 |
Summary | p. 279 |
References | p. 280 |
The Official Design Document | p. 281 |
Target Audience | p. 282 |
Content | p. 285 |
The Waiting Game | p. 293 |
Summary | p. 294 |
References | p. 295 |
Funding for Your Video Game | p. 297 |
The Role of the Studio | p. 298 |
Intellectual Property | p. 303 |
Distribution | p. 306 |
Banks and Angel Investors | p. 309 |
Summary | p. 311 |
References | p. 312 |
Appendix | p. 313 |
Index | p. 317 |
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