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Game Design

ISBN-10: 1592004938
ISBN-13: 9781592004935
Edition: 2nd 2005 (Revised)
List price: $39.99 Buy it from $12.92
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Description: "Game Design, Second Edition" offers a behind-the-scenes look at how a game gets designed and developed?from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development  More...

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Book details

List price: $39.99
Edition: 2nd
Copyright year: 2005
Publisher: Course Technology
Publication date: 9/16/2004
Binding: Paperback
Pages: 450
Size: 7.75" wide x 9.25" long x 1.00" tall
Weight: 1.628

"Game Design, Second Edition" offers a behind-the-scenes look at how a game gets designed and developed?from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources. It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role in the industry, understanding this entire process will help you do your job better. And if you're looking to break in, you'll find knowledge here that is usually only attained after years in the trenches.

Introduction
Design
Getting to "Yes"
Concept Development
Genres
Client Goals
The Game Proposal Document
High Concept
Genre
Gameplay
Principles of Game Design
Player Empathy
Feedback
Grounding the Player
The Moment-to-Moment Experience
Immersion
Writing
Design Within Limits
Removing Impediments
Interface Design
The Start-Up Screen
Customizable Controls
Cheat Codes
Tutorial or Practice Mode
Structure and Progression
Taking Care of the Player
How to Design
Genre-Specific Game Design Issues
Action Games
RPGs
Adventure Games
Strategy Games
Simulations
Sports Games
Fighting Games
Casual Games
God Games
Educational Games
Puzzle Games
Online Games
Storytelling
Plot: The Three-Act Structure
Setting
Character Development
Interactivity
The Tools of the Trade
The Hero's Journey
Level Design
Concept Work
Building the Level
Gameplay
Evaluation
Designing the Puzzle
Types of Puzzles
What Makes a Bad Puzzle?
What Makes a Good Puzzle?
Levels of Difficulty
How to Design the Puzzle
Summary
Franchises, Brands, and Licenses
Creating an Internal Franchise
Working with an External License
Team
The Development Team
Vision
Production
Design
Programming
Artwork
Testing
The Cabal Approach
External Resources
Administrative Issues
Voice
Music
Sound Effects
Video
Motion Capture
Language Localization
The Manual
Legal Issues (Getting the Rights)
Development
Project Lifecycle and Documents
Concept Development
Preproduction (Proof of Concept)
Development
Alpha
Beta
Code Freeze
RTM (Release to Manufacture)
Patches
Upgrades
Managing Development
Agile Development
Managing Development
Design
Planning and Scheduling
Selecting the Right Lifecycle Model
Problems
Recovery
Management Style
The Business
The Business
How Mainstream Games Are Sold
The Publishing Team
Promotional Tools
Business Development
"Indie" Development
Breaking In
General Advice
Applying for Specific Positions
Finding Job Openings
Conclusion
The Hero's Journey
Appendixes
Project Documents
Index to Documents
High Concept Doc
Game Proposal ("Pitch Doc")
Concept Doc
Game Design Doc (GDD)
Art Production Plan
Technical Design Doc
Test Plan
Project Plan
External Events
Current Risks
Credits
Change List and Project Archives
Resources
Bibliography
Conferences and Trade Shows
Industry News
Organizations
Schools
Glossary
Index

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