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Game Design Principles, Practice, and Techniques- The Ultimate Guide for the Aspiring Game Designer

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ISBN-10: 0471968943

ISBN-13: 9780471968948

Edition: 2007

Authors: Barnaby Berbank-Green, Nic Cusworth, Jim Thompson, Nic Cusworth, Jim Thompson

List price: $50.00
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Description:

Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.
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Book details

List price: $50.00
Copyright year: 2007
Publisher: John Wiley & Sons, Incorporated
Publication date: 3/9/2007
Binding: Paperback
Pages: 192
Size: 8.75" wide x 8.72" long x 0.55" tall
Weight: 1.496
Language: English

American novelist and screenwriter Jim Thompson was born in Anadarko, Oklahoma on September 27, 1906. In Fort Worth, Texas during prohibition, he worked as a bellboy at the Hotel Texas for two years where he earned up to $300 a week by supplying hotel patrons with bootleg liquor, heroin, and marijuana. During the Depression, he worked with the Oklahoma Federal Writers Project and was a member of the Communist Party from 1935 to 1938. During World War II, he worked at an aircraft factory where he was investigated by the FBI for his Communist Party affiliation. His first novel, Now and on Earth, was published in 1942. He wrote more than thirty novels during his lifetime and most of them were…    

Introduction
Design Theory. History
Shoot-'em-ups
First person shooter
Platform games
Strategy games
Puzzle games
Game structure types
Game structure case studies
Single-player v. multiplayer
Single-player/multiplayer case studies
Platform-specific design
Simulation and abstraction
2D v. 3D
2D/3D case study
Player viewpoints
From real world to game world
Storytelling in games
Cut scenes
Motivation and objectives
Players' roles
Difficulty curves
Three catchwords
Design Process
Starting the design process
Design inspirations
Research and development
Gathering material
Developing the game concept
Developing character concepts
Developing the environment concept
Communication and writing
Detailed design spec
Level design
User interaction design
Games editors
Game physics
Digital modeling
Digital modeling applications
Polygons and NURBs
Props and set-dressing
Texturing
Building characters
Audio design
Design Production. Design production
Production realities
Tools of the trade
Pre-production
Prototyping
Pitching ideas
Bedroom coders
Where to from here
Resources
Glossary
Index
Credits