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Ultimate Game Design Building Game Worlds

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ISBN-10: 007225288X

ISBN-13: 9780072252880

Edition: N/A

Authors: Tom Meigs

List price: $34.99
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Description:

Plan, design, and create enthralling game environments complete with richly animated characters and objects by applying the expert techniques described in this one-of-a-kind resource. Veteran game developer Tom Meigs covers the foundations of game design, including previsualization, level stubbing and layout, lighting, texturing, behavior scripting, and using particles, and explains in detail each stage of game development and design. Each chapter features an in-depth interview with a game industry expert as well as a case study based on Tom's real-world experiences working on Sony PlayStation games and various other projects. Plus, you'll get priceless advice on how to get into the game…    
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Book details

List price: $34.99
Publisher: McGraw-Hill Professional Publishing
Publication date: 1/1/2003
Binding: E-Book 
Language: English

Acknowledgmentsp. XVII
Introductionp. XIX
Previsualizationp. 1
Introducing the Previsualization Processp. 3
Step-by-Step Previsualizationp. 3
Utilizing Environmental References and Sketchesp. 4
Architecture for Game Levelsp. 5
Basic Environmental Designp. 6
Functionp. 8
Room Flowp. 11
Interior to Exteriorp. 12
Reinforcing Moodp. 12
Paper-Based Level Blockingp. 13
Quick Topographic Mapsp. 13
Case Study Comments on Previsualizationp. 17
Mega Tipsp. 22
Level Planning and Buildingp. 23
Planning Your Level Workp. 26
Prefabricated Geometry and Modularityp. 27
Scale and Grid Sizing Considerationsp. 28
Avoiding Common Level Mistakesp. 30
Level Stubbing Walk-Throughp. 31
Working from Your Topographic Sketchesp. 33
Create Contour Linesp. 34
Build a Mesh from Your Contour Linesp. 35
Utilize File Referencing to Build Up and Populate Your Levelp. 35
Start Checking Layout Detailsp. 37
Game Prototypingp. 37
Post Level Stubbing Considerationsp. 38
Adapting Architecture and Terrain to Gamesp. 39
Checking Character Flow Throughout a Levelp. 40
Jump Heights, Hazards, and Scalep. 41
Keeping the Big Game Picture in Viewp. 42
The Early Evolution of Levelsp. 43
The Importance of Early Feedbackp. 44
Are Your Level Goals Enhancing Your Game Vision?p. 45
Case Study Comments on Level Executionp. 45
Mega Tipsp. 51
Lighting, Texturing, Particles, Effects, and Audiop. 53
Lightingp. 55
Positionp. 58
Light Colorp. 59
Basic Lighting Typesp. 59
Lighting Strengths or Multipliersp. 60
Lighting Falloffp. 62
Three Sample Lighting Setupsp. 62
Animating Lightsp. 64
Texturingp. 64
Using Textures Wellp. 66
Particlesp. 67
Using Particle Emittersp. 68
Exporting Particles and Dynamics Informationp. 69
Effectsp. 72
Audiop. 74
Pushing Game Audio Furtherp. 76
Design Tools Shiftp. 76
Case Study Comments on Cornerstone Elementsp. 78
The Moonlight Forest Examplep. 79
Mega Tipsp. 83
Actors, Props, Items, and Camera Detailsp. 85
Placing Actorsp. 87
Hero Actorsp. 87
Enemy Actorsp. 88
NPC Actorsp. 90
Boss Actorsp. 91
Types of Props and Their Usep. 92
Using Propsp. 93
Placing Propsp. 93
Types of Items/Power-Ups and Placementp. 94
Camera Considerationsp. 95
Interface Detailingp. 95
Floating Camerasp. 96
Fixed Camerasp. 97
Special-Case Camerasp. 97
Common Camera Problemsp. 98
Case Study Comments on Actor Loading and Camera Tuningp. 99
Mega Tipsp. 105
Design by Genrep. 107
Sports Gamesp. 109
Fighting Gamesp. 112
Puzzle Gamesp. 114
Real-time Strategy Gamesp. 116
Role-Playing Gamesp. 120
First- or Third-Person Action Gamesp. 121
Simulationsp. 123
Creating Cinematicsp. 125
Developing Backstoryp. 125
Creating Dialogp. 126
Summary of Designer's Work Toolsp. 128
Case Study Comments on Design Fluxp. 129
Mega Tipsp. 133
Scripting Action Eventsp. 135
Scripting Technology Choicesp. 137
JavaScript Samplep. 139
Visual Basic Samplep. 139
Python Samplep. 140
Perl Samplep. 140
Applied Scripting Examplesp. 140
NPC Conversation Templatesp. 140
Shooter Flying Patternsp. 141
Using Triggersp. 144
Fearthisp. 145
Line of Sightp. 146
Crowdp. 146
Weather Effectsp. 147
Counterp. 148
Materialp. 148
Audiop. 149
Messagep. 149
Lightp. 149
Building Behaviorsp. 150
Creature Creatorp. 150
Engine Solutions and the Unreal Enginep. 151
Script/Editing System Considerationsp. 153
Case Study Comments on Scripting a Baseball Gamep. 154
Generalp. 155
Pitchingp. 156
Fieldingp. 156
Hittingp. 157
Catchingp. 158
Mega Tipsp. 163
Quality Assurance and Play-Test Feedbackp. 165
Quality Assurancep. 166
QA Setupsp. 168
Bug Trackingp. 168
Technical Supportp. 170
Testing MMOGsp. 171
A Three-Stage Completion Processp. 172
Writing a Test Planp. 172
Play-Test Feedbackp. 173
Managing Feedbackp. 175
Listening to Feedbackp. 177
Impact of Play-Test Feedback on Daily Design Tasksp. 178
Case Study Comments on the Impact of QAp. 179
Mega Tipsp. 184
Design Considerations for Massively Multiplayer Online Gamesp. 187
MMOG Production Challengesp. 188
Defining Titlesp. 189
How Is the MMOG Player Different from the Console Player?p. 189
Saturation Concerns for the MMOGp. 190
Pure Production Risks for the MMOGp. 190
Cost and Support Considerations for the MMOGp. 191
MMOG Construction Factors and Solutionsp. 194
General MMOG Structuresp. 194
MMOG Design Factorsp. 197
Latencyp. 197
Modularityp. 198
Monitoringp. 198
Tools Supportp. 198
Special Eventsp. 198
Pace and Balancep. 198
Player Dropout/Lost Connectionsp. 199
MMOG Play Mechanicsp. 199
MMOGs and Design Orientationp. 200
MMOG Genre Growthp. 201
NPCs and Familiarsp. 201
Isolating MMOG Strengthsp. 201
MMOG Player Categoriesp. 202
Deep Social Factorsp. 202
Current Challengesp. 203
Sports Fans or Groups and MMOGsp. 203
MMOG Opportunitiesp. 205
Case Study Comments on Challenges for UBOp. 206
Mega Tipsp. 212
Cell Phones and Wireless Gamingp. 215
The Impending Boomp. 217
Global Competitionp. 219
Development Considerationsp. 220
Design Issues for Cell Phonesp. 222
Multiplay Cell Phone Gamingp. 226
Wireless Toy Networksp. 226
Building the Cell Phone Gaming Marketp. 228
Opportunities in Wirelessp. 229
Case Study Comments on Development Factors in the Infancy of Wirelessp. 230
Mega Tipsp. 234
Getting Started in Game Developmentp. 237
Why Diversify?p. 239
Role Definition for Game Designersp. 240
Growth Areas and New Opportunitiesp. 244
Microsoft, Mattel, Intel, and LeapFrogp. 244
Challenges for PC Toysp. 245
Advergamesp. 246
Interesting Trends for the Near Futurep. 247
Web Game Entertainment with Physical Counterpartsp. 248
Toys and Card Games Go Onlinep. 249
The Importance of New Opportunities for Developersp. 250
Anecdotes from the Game Development Frontlinesp. 250
Think Fishp. 251
Sacking Sankap. 252
Case Study Comments on Final Thoughts for Designersp. 253
Creating Your Perspective and Maintaining Your Passionp. 257
Mega Tipsp. 264
Game Development Career Choicesp. 265
Programmingp. 266
Game Programming as a Career Choicep. 267
Artp. 268
Game Artist as a Career Choicep. 269
Designp. 270
Game Designer as a Career Choicep. 271
Productionp. 271
Production as a Career Choicep. 272
Audiop. 273
Audio Composer and Engineer as a Career Choicep. 273
Quality Assurancep. 274
QA as a Career Choicep. 274
Opening an Independent Game Studiop. 274
Joining a Game Developerp. 276
Industry Economicsp. 276
Game Development Studio Breakdownp. 276
Executive Departmentp. 277
Product Development Departmentp. 279
Creative Departmentp. 279
Programming or Technical Departmentp. 281
Marketing Departmentp. 282
Breakdown Conclusionsp. 282
Case Study Comments on the Testing Doorwayp. 282
Mega Tipsp. 284
Reference Informationp. 285
Educationp. 286
Eventsp. 287
Industry Magazinep. 287
Industry-Related Sitesp. 288
Organizationsp. 288
Breaking In!p. 288
Agents and Recruitersp. 289
Job Sitesp. 289
Design Document Referencep. 289
TV Programmingp. 289
COPPA Guidelinesp. 289
Self-Publishingp. 290
Outsourced Testing Servicesp. 290
Game Industry Market Research and Reportsp. 290
Recommended Sitesp. 290
Recommended Readingp. 291
Recommended Topics for Further Research and Referencep. 292
Tools Discussedp. 295
3-D Modeling Packagesp. 296
Art Toolsp. 297
Level Editingp. 297
Middlewarep. 298
Production Toolsp. 298
Sound Editing Toolsp. 299
3-D Construction for the Webp. 299
Scripting Languagesp. 300
Game Dynamics Librariesp. 300
Motion Trackingp. 300
Programming Language for Console/PCp. 300
MMOG Box Solutionsp. 301
Wireless Developmentp. 301
Introducing Children to Game Designp. 301
Career Guideline Worksheetp. 303
If You Want to Explore Productionp. 304
If You Want to Explore Game Art Constructionp. 305
If You Want to Explore Game Programmingp. 305
If You Want to Explore Quality Assurancep. 306
If You Want to Explore Game Audiop. 306
If You Want to Explore Business Relations or Marketingp. 307
Quick Topic Summary for Designersp. 309
Reference Materialp. 310
Design Document Writingp. 316
Quick Modelingp. 317
Layout and Stagingp. 318
Scriptingp. 318
Mapping or Level Buildingp. 319
Audiop. 319
Testingp. 319
Support Softwarep. 320
Team Focusp. 320
Ultimate Baseball Online Galleryp. 321
UBO Game Interfacep. 322
Player Creation Screenp. 323
Early Game Setup Screenp. 324
Game Detailsp. 324
Position Selection and Batting Orderp. 325
Basic Character Constructionp. 326
The Motion Capture Processp. 328
Baseball Stadiumsp. 330
Game Actionp. 332
Indexp. 335
Table of Contents provided by Ingram. All Rights Reserved.