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Ultimate Game Design: Building Game Worlds

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ISBN-10: 0072228997

ISBN-13: 9780072228991

Edition: 2003

Authors: Tom Meigs, Lydia Griffey

List price: $59.00
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Meigs focuses specifically on environment (world building) and behaviour scripting - the mechanics of building games, regardless of the genre in this book.
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Book details

List price: $59.00
Copyright year: 2003
Publisher: McGraw-Hill Education
Publication date: 6/9/2003
Binding: Paperback
Pages: 368
Size: 7.30" wide x 9.20" long x 0.90" tall
Weight: 1.386
Language: English

McGraw-Hill authors represent the leading experts in their fields and are dedicated to improving the lives, careers, and interests of readers worldwide

Acknowledgments
Introduction
Previsualization
Introducing the Previsualization Process
Step-by-Step Previsualization
Utilizing Environmental References and Sketches
Architecture for Game Levels
Basic Environmental Design
Function
Room Flow
Interior to Exterior
Reinforcing Mood
Paper-Based Level Blocking
Quick Topographic Maps
Case Study Comments on Previsualization
Mega Tips
Level Planning and Building
Planning Your Level Work
Prefabricated Geometry and Modularity
Scale and Grid Sizing Considerations
Avoiding Common Level Mistakes
Level Stubbing Walk-Through
Working from Your Topographic Sketches
Create Contour Lines
Build a Mesh from Your Contour Lines
Utilize File Referencing to Build Up and Populate Your Level
Start Checking Layout Details
Game Prototyping
Post Level Stubbing Considerations
Adapting Architecture and Terrain to Games
Checking Character Flow Throughout a Level
Jump Heights, Hazards, and Scale
Keeping the Big Game Picture in View
The Early Evolution of Levels
The Importance of Early Feedback
Are Your Level Goals Enhancing Your Game Vision?
Case Study Comments on Level Execution
Mega Tips
Lighting, Texturing, Particles, Effects, and Audio
Lighting
Position
Light Color
Basic Lighting Types
Lighting Strengths or Multipliers
Lighting Falloff
Three Sample Lighting Setups
Animating Lights
Texturing
Using Textures Well
Particles
Using Particle Emitters
Exporting Particles and Dynamics Information
Effects
Audio
Pushing Game Audio Further
Design Tools Shift
Case Study Comments on Cornerstone Elements
The Moonlight Forest Example
Mega Tips
Actors, Props, Items, and Camera Details
Placing Actors
Hero Actors
Enemy Actors
NPC Actors
Boss Actors
Types of Props and Their Use
Using Props
Placing Props
Types of Items/Power-Ups and Placement
Camera Considerations
Interface Detailing
Floating Cameras
Fixed Cameras
Special-Case Cameras
Common Camera Problems
Case Study Comments on Actor Loading and Camera Tuning
Mega Tips
Design by Genre
Sports Games
Fighting Games
Puzzle Games
Real-time Strategy Games
Role-Playing Games
First- or Third-Person Action Games
Simulations
Creating Cinematics
Developing Backstory
Creating Dialog
Summary of Designer's Work Tools
Case Study Comments on Design Flux
Mega Tips
Scripting Action Events
Scripting Technology Choices
JavaScript Sample
Visual Basic Sample
Python Sample
Perl Sample
Applied Scripting Examples
NPC Conversation Templates
Shooter Flying Patterns
Using Triggers
Fearthis
Line of Sight
Crowd
Weather Effects
Counter
Material
Audio
Message
Light
Building Behaviors
Creature Creator
Engine Solutions and the Unreal Engine
Script/Editing System Considerations
Case Study Comments on Scripting a Baseball Game
General
Pitching
Fielding
Hitting
Catching
Mega Tips
Quality Assurance and Play-Test Feedback
Quality Assurance
QA Setups
Bug Tracking
Technical Support
Testing MMOGs
A Three-Stage Completion Process
Writing a Test Plan
Play-Test Feedback
Managing Feedback
Listening to Feedback
Impact of Play-Test Feedback on Daily Design Tasks
Case Study Comments on the Impact of QA
Mega Tips
Design Considerations for Massively Multiplayer Online Games
MMOG Production Challenges
Defining Titles
How Is the MMOG Player Different from the Console Player?
Saturation Concerns for the MMOG
Pure Production Risks for the MMOG
Cost and Support Considerations for the MMOG
MMOG Construction Factors and Solutions
General MMOG Structures
MMOG Design Factors
Latency
Modularity
Monitoring
Tools Support
Special Events
Pace and Balance
Player Dropout/Lost Connections
MMOG Play Mechanics
MMOGs and Design Orientation
MMOG Genre Growth
NPCs and Familiars
Isolating MMOG Strengths
MMOG Player Categories
Deep Social Factors
Current Challenges
Sports Fans or Groups and MMOGs
MMOG Opportunities
Case Study Comments on Challenges for UBO
Mega Tips
Cell Phones and Wireless Gaming
The Impending Boom
Global Competition
Development Considerations
Design Issues for Cell Phones
Multiplay Cell Phone Gaming
Wireless Toy Networks
Building the Cell Phone Gaming Market
Opportunities in Wireless
Case Study Comments on Development Factors in the Infancy of Wireless
Mega Tips
Getting Started in Game Development
Why Diversify?
Role Definition for Game Designers
Growth Areas and New Opportunities
Microsoft, Mattel, Intel, and LeapFrog
Challenges for PC Toys
Advergames
Interesting Trends for the Near Future
Web Game Entertainment with Physical Counterparts
Toys and Card Games Go Online
The Importance of New Opportunities for Developers
Anecdotes from the Game Development Frontlines
Think Fish
Sacking Sanka
Case Study Comments on Final Thoughts for Designers
Creating Your Perspective and Maintaining Your Passion
Mega Tips
Game Development Career Choices
Programming
Game Programming as a Career Choice
Art
Game Artist as a Career Choice
Design
Game Designer as a Career Choice
Production
Production as a Career Choice
Audio
Audio Composer and Engineer as a Career Choice
Quality Assurance
QA as a Career Choice
Opening an Independent Game Studio
Joining a Game Developer
Industry Economics
Game Development Studio Breakdown
Executive Department
Product Development Department
Creative Department
Programming or Technical Department
Marketing Department
Breakdown Conclusions
Case Study Comments on the Testing Doorway
Mega Tips
Reference Information
Education
Events
Industry Magazine
Industry-Related Sites
Organizations
Breaking In!
Agents and Recruiters
Job Sites
Design Document Reference
TV Programming
COPPA Guidelines
Self-Publishing
Outsourced Testing Services
Game Industry Market Research and Reports
Recommended Sites
Recommended Reading
Recommended Topics for Further Research and Reference
Tools Discussed
3-D Modeling Packages
Art Tools
Level Editing
Middleware
Production Tools
Sound Editing Tools
3-D Construction for the Web
Scripting Languages
Game Dynamics Libraries
Motion Tracking
Programming Language for Console/PC
MMOG Box Solutions
Wireless Development
Introducing Children to Game Design
Career Guideline Worksheet
If You Want to Explore Production
If You Want to Explore Game Art Construction
If You Want to Explore Game Programming
If You Want to Explore Quality Assurance
If You Want to Explore Game Audio
If You Want to Explore Business Relations or Marketing
Quick Topic Summary for Designers
Reference Material
Design Document Writing
Quick Modeling
Layout and Staging
Scripting
Mapping or Level Building
Audio
Testing
Support Software
Team Focus
Ultimate Baseball Online Gallery
UBO Game Interface
Player Creation Screen
Early Game Setup Screen
Game Details
Position Selection and Batting Order
Basic Character Construction
The Motion Capture Process
Baseball Stadiums
Game Action
Index