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Level Up! The Guide to Great Video Game Design
Taschenbuch von Scott Rogers
Sprache: Englisch

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Beschreibung
Want to design your own video games? Let expert Scott Rogers show you how!

If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.

Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:
* Developing your game design from the spark of inspiration all the way to production
* Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged
* Creating games for mobile and console systems - including detailed rules for touch and motion controls
* Monetizing your game from the design up
* Writing effective and professional design documents with the help of brand new examples

Level Up! 2nd Edition is includes all-new content, an introduction by David "God of War" Jaffe and even a brand-new chili recipe -making it an even more indispensable guide for video game designers both "in the field" and the classroom.

Grab your copy of Level Up! 2nd Edition and let's make a game!
Want to design your own video games? Let expert Scott Rogers show you how!

If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.

Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:
* Developing your game design from the spark of inspiration all the way to production
* Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged
* Creating games for mobile and console systems - including detailed rules for touch and motion controls
* Monetizing your game from the design up
* Writing effective and professional design documents with the help of brand new examples

Level Up! 2nd Edition is includes all-new content, an introduction by David "God of War" Jaffe and even a brand-new chili recipe -making it an even more indispensable guide for video game designers both "in the field" and the classroom.

Grab your copy of Level Up! 2nd Edition and let's make a game!
Inhaltsverzeichnis
INTRODUCTION

Press Start! 1

If You Are Anything Like Me 1

No, You Can't Have My Job 3

Who Is This Book For? 4

Why a Second Edition? 6

LEVEL 1 Welcome, N00bs! 7

A Brief History of Video Games 10

The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens 14

Game Genres 16

Who Makes This Stuff ? 17

Programmer 18

Artist 19

Designer 20

Producer 20

Tester 21

Composer 22

Sound Designer 23

Writer 23

Have You Thought about Publishing? 25

Product Manager 25

Creative Manager 25

Art Director 26

Technical Director 26

Marketing Team 26

And the Rest 26

LEVEL 2 Ideas 29

Ideas: Where to Get Them and Where to Stick Them 30

Getting Ahead of the Game 32

What Do Gamers Want? 35

Brainstorming 36

Breaking Writer's Block 38

Why I Hate "Fun" 40

LEVEL 3 Writing the Story 43

Once Upon a Time 43

The Triangle of Weirdness 50

A Likely Story 52

Time to Wrap It Up 55

A Game by Any Other Name 56

Creating Characters Your Players Care About 58

A Few Pointers on Writing for Kids of All Ages 62

Writing for Licenses 62

LEVEL 4 You Can Design a Game, but Can You Do the Paperwork? 65

Writing the GDD, Step 1: The One-Sheet 68

ESRB Ratings 69

Unique Selling Points 70

Competitive Products 70

Writing the GDD, Step 2: The Ten-Pager 71

The Rule of Threes 72

The Ten-Pager Outline 73

Page 1: Title Page 73

Page 2: Game Outline 73

Page 3: Character 74

Page 4: Gameplay 75

Page 5: Game World 76

Page 6: Game Experience 76

Page 7: Gameplay Mechanics 77

Page 8: Enemies 79

Page 9: Multiplayer and Bonus Materials 80

Page 10: Monetization 80

Writing the GDD, Step 3: Gameplay Progression 81

Writing the GDD, Step 4: The Beat Chart 82

Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) 85

Writing the GDD, Step 6: Above All, Don't Be a Jerk 89

LEVEL 5 The Three Cs, Part 1: Character 93

Who Do You Want To Be Today? 94

Personality: Do We Really Need Another Kratos? 96

Let's Get Personal 98

Using All the Parts 102

Games Without Characters 103

We Are Not Alone 104

When More Is More 107

Who Are the People in Your Neighborhood? 109

Finally, We Talk About Gameplay 111

Metrics for Non-Characters 114

Be Kind to Our Four-Legged Friends 114

Why Walk When You Can Run? 114

The Art of Doing Nothing 119

Might as Well Jump 120

Hoists and Teeters 124

What Goes Up Must Fall Down 125

Me and My Shadow 126

The Water's Fine or Is It? 127

LEVEL 6 The Three Cs, Part 2: Camera 131

Get It Right: Camera Views 132

First Person Camera 136

Third Person Camera 138

Giving Up Control 142

So You've Decided to Let the Player Control the Camera 142

So You've Decided Not to Let the Player Have Control over the Camera 144

So You've Decided to Let Players Sometimes Have Control over the Camera 145

Two and a Half D 145

Isometric Camera 146

Top-Down Camera 148

AR Cameras 149
Details
Erscheinungsjahr: 2014
Medium: Taschenbuch
Inhalt: 552 S.
ISBN-13: 9781118877166
ISBN-10: 1118877160
Sprache: Englisch
Herstellernummer: 1W118877160
Autor: Rogers, Scott
Auflage: 2. Aufl.
Hersteller: Wiley & Sons
Verantwortliche Person für die EU: Wiley-VCH GmbH, Boschstr. 12, D-69469 Weinheim, product-safety@wiley.com
Maße: 235 x 189 x 25 mm
Von/Mit: Scott Rogers
Erscheinungsdatum: 09.05.2014
Gewicht: 0,928 kg
Artikel-ID: 105475888
Inhaltsverzeichnis
INTRODUCTION

Press Start! 1

If You Are Anything Like Me 1

No, You Can't Have My Job 3

Who Is This Book For? 4

Why a Second Edition? 6

LEVEL 1 Welcome, N00bs! 7

A Brief History of Video Games 10

The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens 14

Game Genres 16

Who Makes This Stuff ? 17

Programmer 18

Artist 19

Designer 20

Producer 20

Tester 21

Composer 22

Sound Designer 23

Writer 23

Have You Thought about Publishing? 25

Product Manager 25

Creative Manager 25

Art Director 26

Technical Director 26

Marketing Team 26

And the Rest 26

LEVEL 2 Ideas 29

Ideas: Where to Get Them and Where to Stick Them 30

Getting Ahead of the Game 32

What Do Gamers Want? 35

Brainstorming 36

Breaking Writer's Block 38

Why I Hate "Fun" 40

LEVEL 3 Writing the Story 43

Once Upon a Time 43

The Triangle of Weirdness 50

A Likely Story 52

Time to Wrap It Up 55

A Game by Any Other Name 56

Creating Characters Your Players Care About 58

A Few Pointers on Writing for Kids of All Ages 62

Writing for Licenses 62

LEVEL 4 You Can Design a Game, but Can You Do the Paperwork? 65

Writing the GDD, Step 1: The One-Sheet 68

ESRB Ratings 69

Unique Selling Points 70

Competitive Products 70

Writing the GDD, Step 2: The Ten-Pager 71

The Rule of Threes 72

The Ten-Pager Outline 73

Page 1: Title Page 73

Page 2: Game Outline 73

Page 3: Character 74

Page 4: Gameplay 75

Page 5: Game World 76

Page 6: Game Experience 76

Page 7: Gameplay Mechanics 77

Page 8: Enemies 79

Page 9: Multiplayer and Bonus Materials 80

Page 10: Monetization 80

Writing the GDD, Step 3: Gameplay Progression 81

Writing the GDD, Step 4: The Beat Chart 82

Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) 85

Writing the GDD, Step 6: Above All, Don't Be a Jerk 89

LEVEL 5 The Three Cs, Part 1: Character 93

Who Do You Want To Be Today? 94

Personality: Do We Really Need Another Kratos? 96

Let's Get Personal 98

Using All the Parts 102

Games Without Characters 103

We Are Not Alone 104

When More Is More 107

Who Are the People in Your Neighborhood? 109

Finally, We Talk About Gameplay 111

Metrics for Non-Characters 114

Be Kind to Our Four-Legged Friends 114

Why Walk When You Can Run? 114

The Art of Doing Nothing 119

Might as Well Jump 120

Hoists and Teeters 124

What Goes Up Must Fall Down 125

Me and My Shadow 126

The Water's Fine or Is It? 127

LEVEL 6 The Three Cs, Part 2: Camera 131

Get It Right: Camera Views 132

First Person Camera 136

Third Person Camera 138

Giving Up Control 142

So You've Decided to Let the Player Control the Camera 142

So You've Decided Not to Let the Player Have Control over the Camera 144

So You've Decided to Let Players Sometimes Have Control over the Camera 145

Two and a Half D 145

Isometric Camera 146

Top-Down Camera 148

AR Cameras 149
Details
Erscheinungsjahr: 2014
Medium: Taschenbuch
Inhalt: 552 S.
ISBN-13: 9781118877166
ISBN-10: 1118877160
Sprache: Englisch
Herstellernummer: 1W118877160
Autor: Rogers, Scott
Auflage: 2. Aufl.
Hersteller: Wiley & Sons
Verantwortliche Person für die EU: Wiley-VCH GmbH, Boschstr. 12, D-69469 Weinheim, product-safety@wiley.com
Maße: 235 x 189 x 25 mm
Von/Mit: Scott Rogers
Erscheinungsdatum: 09.05.2014
Gewicht: 0,928 kg
Artikel-ID: 105475888
Sicherheitshinweis