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Game Architecture and Design Gold Book

ISBN-10: 1576104257
ISBN-13: 9781576104255
Edition: N/A
Authors: Andrew Rollings
List price: $49.99
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Book details

List price: $49.99
Publisher: Coriolis Group, LLC, The
Binding: Paperback
Pages: 742
Size: 7.50" wide x 9.50" long x 1.75" tall
Weight: 3.212
Language: English

Andrew Rollings (co-author of the highly successful book Game Architecture and Design) has a B.S. in Physics from Imperial College, London, and Bristol University, and has worked as a technical consultant spanning the games industry and the financial industry since 1995. Ernest Adams (co-founder of the IGDA) is an American game design consultant currently based in England. He has developed on-line, computer, and console games for everything from the IBM 360 mainframe to the Sony PlayStation 2. He is the author of the popular Designer's Notebook series of columns on the Gamasutra developers' webzine. Ernest Adams is a freelance game designer and a member of the International Hobo game design consortium. He was most recently employed as a lead designer at Bullfrog Productions, and for several years before that he was the audio/video producer on the Madden NFL Football product line for Electronic Arts. He founded the International Game Developers Association in 1994.

Introductionp. xvii
Game Design
First Conceptp. 3
The Shock Of The Newp. 3
Having The Ideap. 4
Shaping The Ideap. 8
The Treatmentp. 11
Taking Stockp. 12
Getting It Downp. 13
Feasibilityp. 13
Core Designp. 19
What Is A Game?p. 19
Games Aren't Everythingp. 21
Games Mean Gameplayp. 22
Creating The Game Specp. 24
Example Game Specp. 32
Gameplayp. 37
What Is Gameplay?p. 38
Implementing Gameplayp. 38
Interactivityp. 53
Detailed Designp. 59
The Designer's Rolep. 59
Design Documentationp. 63
Using The Design Documentsp. 64
Fitting Design To Developmentp. 67
Why Use Documents At All?p. 71
Game Balancep. 73
Player/Player Balancep. 74
Player/Gameplay Balancep. 77
Gameplay/Gameplay Balancep. 81
A Game Balance Checklistp. 97
Look And Feelp. 101
Ambiencep. 101
Interfacep. 106
Storytellingp. 109
The Sum Of The Partsp. 120
Wrapping Upp. 121
The Professionalsp. 122
The Future Of Game Designp. 141
The Necessity Of Designp. 141
Essentials Of Game Designp. 145
The Future Of Designp. 148
The Future Of Gamesp. 151
The Way Forwardp. 159
Team Building And Management
Current Methods Of Team Managementp. 163
The Current Development Modelp. 163
Roles And Divisionsp. 179
Assigning Personnelp. 179
Improving Morale And The Working Environmentp. 187
Spreading The Riskp. 194
The Software Factoryp. 195
What Is A Software Factory?p. 195
Why Use A Software Factory?p. 197
Organizing A Software Factoryp. 202
Applying The Software Factory Structure And Methodologyp. 214
The Suitability Of A Software Factoryp. 219
The Final Wordp. 219
Milestones And Deadlinesp. 221
How Milestones Currently Workp. 222
Fuzzy Milestonesp. 225
Milestones And Mini-Milestonesp. 227
When To Use Milestonesp. 228
Making Your Milestones Accuratep. 228
Defining Milestonesp. 238
Procedures And "Process"p. 249
Proceduresp. 250
"Process"p. 261
Procedures: Where To Use Them?p. 267
Source Control And Code Reviews: A Synergyp. 272
The Importance Of Information Transmissionp. 277
Troubleshootingp. 285
Risksp. 290
The Future Of The Industryp. 323
The State Of The Industryp. 324
The New Model Developersp. 334
The Online Revolutionp. 339
Survival of the Fittestp. 341
Game Architecture
Current Development Methodsp. 345
The History Of Development Techniquesp. 347
The Present Dayp. 360
Initial Designp. 369
The Beginningp. 371
Hardware Abstractionp. 372
The Problem Domainp. 387
Thinking In Tokensp. 389
Use Of Technologyp. 413
The State Of The Artp. 416
Blue-Sky Researchp. 427
Reinventing The Wheelp. 438
Use Of Object Technologyp. 443
Building Blocksp. 451
Reusability In Softwarep. 453
Initial Architecture Designp. 495
The Birth Of An Architecturep. 496
The Tier Systemp. 503
Architecture Designp. 513
Developmentp. 521
The Development Processp. 522
Code Qualityp. 525
Coding Prioritiesp. 546
Debugging And Module Completionp. 550
The Seven Golden Gambits And The Three Lead Balloonsp. 557
The Three Lead Balloonsp. 561
The Run-Up To Releasep. 563
Late Evaluationp. 564
Late Localizationp. 575
Demosp. 577
Playtestingp. 579
Focus Groupsp. 582
The Web Sitep. 583
Getting Ready For The Gold Masterp. 584
Patchesp. 585
Postmortemp. 589
Team Dynamicsp. 591
Conceptp. 594
Developmentp. 602
Business Aspectsp. 606
The Postmortem Postmortemp. 608
The Future Of Game Developmentp. 609
Development In Contextp. 610
Future Developmentp. 614
Small Is Beautiful Toop. 621
Building The Team Of The Futurep. 622
New Directions In Developmentp. 627
The Shape Of Things To Come?p. 634
Appendixes
Sample Game Design Documentsp. 639
Bibliography And Referencesp. 723
Glossaryp. 727
Indexp. 729
Table of Contents provided by Syndetics. All Rights Reserved.

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