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

47,35 €*

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Lieferzeit 2-3 Werktage ab Escheinungsdatum. Dieses Produkt erscheint am 05.12.2024

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Beschreibung

THE GUIDE TO GREAT VIDEO GAME DESIGN

Want to learn how to design cutting edge video games? Need advice on how to improve your current game design? Then get ready to Level Up!

Scott Rogers, the video game designer behind hits such as Pac-Man World, God of War(TM), the Maximo Series and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:

  • Design what gamers want
  • Write compelling narrative and lore
  • Build game levels that tell stories and challenge players
  • Structure your game design documents for success
  • Pitch your game like the professionals
  • Create an effective marketing plan

Level Up! 3rd Edition has been written with all levels of game designers in mind. Over 400 drawings illustrate game design concepts and common pitfalls, making Level Up! an indispensable guide for video game designers both 'in the field' and in the classroom.

So what are you waiting for? Grab this book and prepare to Level Up!

THE GUIDE TO GREAT VIDEO GAME DESIGN

Want to learn how to design cutting edge video games? Need advice on how to improve your current game design? Then get ready to Level Up!

Scott Rogers, the video game designer behind hits such as Pac-Man World, God of War(TM), the Maximo Series and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:

  • Design what gamers want
  • Write compelling narrative and lore
  • Build game levels that tell stories and challenge players
  • Structure your game design documents for success
  • Pitch your game like the professionals
  • Create an effective marketing plan

Level Up! 3rd Edition has been written with all levels of game designers in mind. Over 400 drawings illustrate game design concepts and common pitfalls, making Level Up! an indispensable guide for video game designers both 'in the field' and in the classroom.

So what are you waiting for? Grab this book and prepare to Level Up!

Inhaltsverzeichnis

Foreword xxiii

Introduction Press Start! xxv

No, You Can't Have My Job xxviii

Who is This Book For? xxx

Level 1 Welcome N00bs! 1

A (Somewhat) Brief History of Video Games 4

The Brave New World of Gaming: Mobiles, Online Distribution and Touchscreens 9

What's the Difference Between AAA and Indy? 10

Game Genres 11

Who Makes This Stuff? 14

Programmer 15

Artist 15

Designer 17

Producer 17

Tester 18

Composer 19

Sound Designer 21

Narrative Designer/Writer 22

Community Manager 23

Have You Thought About Publishing? 23

Product Manager 23

Creative Manager 23

Art Director 24

Technical Director 24

Marketing Team 24

And the Rest 25

Level 2 Ideas 27

Ideas: Where to Get Them and Where to Stick Them 27

Getting Ahead of the Game 30

What Do Gamers Want? 33

Brainstorming 34

Breaking Writer's Block 37

Why I Hate "Fun" 38

Level 3 Writing the Story 43

Once Upon a Time 44

Narrative Design 47

Anything is Gameplay 50

The Triangle of Weirdness 51

A Likely Story 53

Time to Wrap It Up 56

A Note About "Lore" 57

A Game by Any Other Name 59

Creating Characters Your Players Care About 61

Games Are About Everyone 66

A Few Pointers on Writing for Kids of All Ages 67

Writing for Licenses 68

Level 4 You Can Design a Game, but Can You Do the Paperwork? 71

The Game Design Document 73

Game Design Document (again) 74

Writing the GDD, Step 1: The One-Sheet 75

ESRB Ratings 77

The Core Loop 78

Unique Selling Points 79

Competitive Products 79

Writing the GDD, Step 2: The Ten-Pager 79

The Rule of Threes 81

The Ten-Pager Outline 81

Writing the GDD, Step 3: The Beat Chart 88

Writing the GDD, Step 4: The Game Design Document 90

Writing the GDD, Step 4 1: Now, Unlearn What You Have Learned 91

Writing the GDD, Step 5: Be Responsible 94

Writing the GDD, Step 6 - Other Game Genres 96

Role-Playing Games 96

Real-Time Strategy Games 97

First-Person Shooters 98

Battle Royale 99

Match Three Games 100

Sports Games 101

Level 5 The Three Cs, Part 1: Character 103

Who Do You Want to Be Today? 104

Personality: Do We Really Need Another Kratos? 105

Let's Get Personal 108

Using All the Parts 112

Games Without Characters 113

We Are Not Alone 114

When More Is More 117

Who Are the People in Your Neighborhood? 119

Finally, We Talk About Gameplay 121

Metrics for Other Player Types 124

Why Walk When You Can Run? 124

The Art of Doing Nothing 128

Might as Well Jump 129

Hoists and Teeters 133

What Goes Up Must Fall Down 134

Me and My Shadow 135

The Water's Fine or Is It? 136

Level 6 The Three Cs, Part 2: Camera 139

Get It Right: Camera Views 139

First-Person Camera 144

Virtual Reality 146

Third Person Camera 147

Giving Up Control 150

So, You've Decided to Let the Player Control the Camera 151

So, You've Decided Not to Let the Player Have Control over the Camera 152

So, You've Decided to Let Players Sometimes Have Control over the Camera 154

Two and a Half d 154

Isometric Camera 154

Top-Down Camera 156

AR Cameras 157

Special Case Cameras 157

Tunnel Vision 158

Camera Shot Guide 158

Camera Angle Guide 161

Camera Movement Guide 162

Other Camera Notes 165

Always Point the Camera to the Objective 166

Never Let the Character Get out of the Camera's Sight 166

Multiple-Player Cameras 167

Level 7 The Three Cs, Part 3: Controls 171

Control Is in Your Hand 172

You've Got the Touch 175

Dance, Monkey, Dance 177

Poetry in motion 180

All the right moves 182

Character or Camera Relative? 183

Shake, Rattle, and Roll 185

Level 8 Sign Language: UI, HUD, and Icon Design 189

How to Create UI 191

Heads Up! 192

Health Bar 193

Targeting Reticule 194

Ammo Gauge 195

Inventory 196

Score/Experience 196

Positive Messaging 197

Money/Resources 198

Radar/Map 198

Context-Sensitive Prompts 200

Timer 201

Player Name/Portrait 201

The Clean Screen 202

Iconography 203

Creating Icons for Mobile Games 206

Don't Get QTE 208

HUDs and Where to Stick 'Em 210

There Are Other Screens Than the HUD 211

Starting with the Start Screen 211

Let's Pause (Screen) for a Moment 213

Let Me Load (Screen) that For You 216

Getting in Control 217

What's the Score? 218

The Rest of the Stuff 219

A Final Word on Fonts 219

Game Over 220

Wrapping it up 221

Level 9 Everything I Learned About Level Design, I Learned from Level 9 223

The Top 10 Cliché Video Game Themes 226

The Name Game 232

Everything I Learned About Level Design, I Learned from Disneyland 234

Mapping the World 235

Foreshadowing 236

Goal Setting 237

Following Procedure 239

You've Got the Beat 240

Re-using Re-use 243

The Gary Gygax Memorial Mapping Section 243

Sandbox Play 246

Illusional Narrative 249

The Dave Arneson Memorial Mapping Section 250

Wrapping Up Mapping 261

Gray Matters 264

Let's Get Fighty 266

Leave the Training Level for Last 266

Levels without Characters 267

Level 10 The Elements of Combat 269

400 Quatloos on the Newcomer! 271

Put 'Em Up! 274

And a One and a Two 278

The Big Finish 280

Live by the Sword 282

Now You Have to Kiss Me 285

Let's Get Defensive 285

Dodging the Bullet 288

On Guarding 289

Watch Out! 289

State of the Art Bang Bang 293

The Best Gun for You 298

Run and Gun 302

Not Just Shooting 305

Dang it, Jones! Where Doesn't It Hurt? 309

Death: What Is It Good For? 311

Conflict Without Combat 313

Level 11 They All Want You Dead 317

Sizing Up the Enemy 319

Bad Behavior 320

How Rapid is Rapid? 324

Movement Style 327

Bring on the Bad Guys 329

I Love Designing Enemies 338

I Hate You to Pieces 340

Non-Enemy Enemies 342

How to Create the World's Greatest Boss Battle 343

Who's the Boss? 344

Size Matters 346

Location, Location, Location 350

Why Not to Create the World's Greatest Boss Battle 352

Level 12 The Nuts and Bolts of Mechanics 355

The Mechanics of Mechanics 355

Other Types of Mechanics 359

Match Three Mechanics 359

Racing Game Mechanics 361

Holy Death Trap! 362

What I Learned from Making Kids Cry 365

Time to Die 366

The Music of Mechanics 369

Chip Off the Old Block 372

A Nice Little Calm Spot 375

Riddle Me This 376

Puzzle Me That 380

Minigames and Microgames 382

Level 13 Now You're Playing with Power 385

Powering Up 385

"Love Thy Player" 392

Seriously "Love Thy Player" 394

More Wealth Than You Can Imagine! 395

High Score 398

Achievements 399

Money! Money! Money! 400

Souvenirs 403

Bonus Section about Bonus Features 404

How to Win at Losing 407

Level 14 Multiplayer-The More the Merrier 411

How Many Is the Right Number? 416

MMORPGS, or Hell Is Other People 417

Designing Multiplayer Levels 422

Planning Your Level 422

Mapping Your Level 423

Building Your Level 424

The Dirty Half Dozen 424

Level 15 Reality Check: VR, AR, XR, and Beyond 427

Designing for VR 431

Practically Unreal 433

The Many Worlds of Virtual Reality 435

Real Life, but Better 437

Augment This 439

The X Factor 440

Reality Is the Best Virtual World 441

The Happiest Places on Earth 442

Level 16 Everybody Wins: Monetization and Marketing 445

Back to Business 448

Cashing In 449

Money Is the Root of Something Something 451

Designing It In 455

Marketing: A Million Voices Yelling "Look at Me" 458

Catch and Release 459

Level 17 Some Notes on Music 463

Pitch Perfect Design 464

I Know It When I Hear It 465

Music with Style 466

And the Beat Goes On 467

Sounds Like a Game to Me 470

Orchestrating it all 474

Level 18 No One's Going to Watch Them Anyway 477

A Cut Above 478

How to Write a Screenplay in Eight Easy Steps 480

Finding Your Voice 483

Level 19 The Play's the Thing 487

Thinking in Systems 487

A Delicate Balancing Act 492

Emergence, Eschmergence 493

Up to the Test 494

Play's the Thing 495

Level 20 And Now the Hard Part 499

The Pitch 499

No One Cares About Your Stupid Little World 502

Who's Paying? 505

Video Games Is a Haaaard Business 507

When Reality Gets in the Way 507

Vertical or Horizontal? 510

Expectations of the Game Designer Position 513

What to Do for an Encore? 514

Level 21 Continue? 517

Bonus Level 1 The One-Sheet Sample 519

Bonus Level 2 The Ten-Page Design Document Sample 523

Page 1: Title Page 524

Page 2: Story and Gameplay 525

Page 3:...

Details
Erscheinungsjahr: 2024
Fachbereich: Anwendungs-Software
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
ISBN-13: 9781394298761
ISBN-10: 1394298765
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Rogers, Scott A
Auflage: 3rd edition
Hersteller: Wiley
Maße: 234 x 185 x 33 mm
Von/Mit: Scott A Rogers
Erscheinungsdatum: 05.12.2024
Gewicht: 0,839 kg
Artikel-ID: 129443863
Inhaltsverzeichnis

Foreword xxiii

Introduction Press Start! xxv

No, You Can't Have My Job xxviii

Who is This Book For? xxx

Level 1 Welcome N00bs! 1

A (Somewhat) Brief History of Video Games 4

The Brave New World of Gaming: Mobiles, Online Distribution and Touchscreens 9

What's the Difference Between AAA and Indy? 10

Game Genres 11

Who Makes This Stuff? 14

Programmer 15

Artist 15

Designer 17

Producer 17

Tester 18

Composer 19

Sound Designer 21

Narrative Designer/Writer 22

Community Manager 23

Have You Thought About Publishing? 23

Product Manager 23

Creative Manager 23

Art Director 24

Technical Director 24

Marketing Team 24

And the Rest 25

Level 2 Ideas 27

Ideas: Where to Get Them and Where to Stick Them 27

Getting Ahead of the Game 30

What Do Gamers Want? 33

Brainstorming 34

Breaking Writer's Block 37

Why I Hate "Fun" 38

Level 3 Writing the Story 43

Once Upon a Time 44

Narrative Design 47

Anything is Gameplay 50

The Triangle of Weirdness 51

A Likely Story 53

Time to Wrap It Up 56

A Note About "Lore" 57

A Game by Any Other Name 59

Creating Characters Your Players Care About 61

Games Are About Everyone 66

A Few Pointers on Writing for Kids of All Ages 67

Writing for Licenses 68

Level 4 You Can Design a Game, but Can You Do the Paperwork? 71

The Game Design Document 73

Game Design Document (again) 74

Writing the GDD, Step 1: The One-Sheet 75

ESRB Ratings 77

The Core Loop 78

Unique Selling Points 79

Competitive Products 79

Writing the GDD, Step 2: The Ten-Pager 79

The Rule of Threes 81

The Ten-Pager Outline 81

Writing the GDD, Step 3: The Beat Chart 88

Writing the GDD, Step 4: The Game Design Document 90

Writing the GDD, Step 4 1: Now, Unlearn What You Have Learned 91

Writing the GDD, Step 5: Be Responsible 94

Writing the GDD, Step 6 - Other Game Genres 96

Role-Playing Games 96

Real-Time Strategy Games 97

First-Person Shooters 98

Battle Royale 99

Match Three Games 100

Sports Games 101

Level 5 The Three Cs, Part 1: Character 103

Who Do You Want to Be Today? 104

Personality: Do We Really Need Another Kratos? 105

Let's Get Personal 108

Using All the Parts 112

Games Without Characters 113

We Are Not Alone 114

When More Is More 117

Who Are the People in Your Neighborhood? 119

Finally, We Talk About Gameplay 121

Metrics for Other Player Types 124

Why Walk When You Can Run? 124

The Art of Doing Nothing 128

Might as Well Jump 129

Hoists and Teeters 133

What Goes Up Must Fall Down 134

Me and My Shadow 135

The Water's Fine or Is It? 136

Level 6 The Three Cs, Part 2: Camera 139

Get It Right: Camera Views 139

First-Person Camera 144

Virtual Reality 146

Third Person Camera 147

Giving Up Control 150

So, You've Decided to Let the Player Control the Camera 151

So, You've Decided Not to Let the Player Have Control over the Camera 152

So, You've Decided to Let Players Sometimes Have Control over the Camera 154

Two and a Half d 154

Isometric Camera 154

Top-Down Camera 156

AR Cameras 157

Special Case Cameras 157

Tunnel Vision 158

Camera Shot Guide 158

Camera Angle Guide 161

Camera Movement Guide 162

Other Camera Notes 165

Always Point the Camera to the Objective 166

Never Let the Character Get out of the Camera's Sight 166

Multiple-Player Cameras 167

Level 7 The Three Cs, Part 3: Controls 171

Control Is in Your Hand 172

You've Got the Touch 175

Dance, Monkey, Dance 177

Poetry in motion 180

All the right moves 182

Character or Camera Relative? 183

Shake, Rattle, and Roll 185

Level 8 Sign Language: UI, HUD, and Icon Design 189

How to Create UI 191

Heads Up! 192

Health Bar 193

Targeting Reticule 194

Ammo Gauge 195

Inventory 196

Score/Experience 196

Positive Messaging 197

Money/Resources 198

Radar/Map 198

Context-Sensitive Prompts 200

Timer 201

Player Name/Portrait 201

The Clean Screen 202

Iconography 203

Creating Icons for Mobile Games 206

Don't Get QTE 208

HUDs and Where to Stick 'Em 210

There Are Other Screens Than the HUD 211

Starting with the Start Screen 211

Let's Pause (Screen) for a Moment 213

Let Me Load (Screen) that For You 216

Getting in Control 217

What's the Score? 218

The Rest of the Stuff 219

A Final Word on Fonts 219

Game Over 220

Wrapping it up 221

Level 9 Everything I Learned About Level Design, I Learned from Level 9 223

The Top 10 Cliché Video Game Themes 226

The Name Game 232

Everything I Learned About Level Design, I Learned from Disneyland 234

Mapping the World 235

Foreshadowing 236

Goal Setting 237

Following Procedure 239

You've Got the Beat 240

Re-using Re-use 243

The Gary Gygax Memorial Mapping Section 243

Sandbox Play 246

Illusional Narrative 249

The Dave Arneson Memorial Mapping Section 250

Wrapping Up Mapping 261

Gray Matters 264

Let's Get Fighty 266

Leave the Training Level for Last 266

Levels without Characters 267

Level 10 The Elements of Combat 269

400 Quatloos on the Newcomer! 271

Put 'Em Up! 274

And a One and a Two 278

The Big Finish 280

Live by the Sword 282

Now You Have to Kiss Me 285

Let's Get Defensive 285

Dodging the Bullet 288

On Guarding 289

Watch Out! 289

State of the Art Bang Bang 293

The Best Gun for You 298

Run and Gun 302

Not Just Shooting 305

Dang it, Jones! Where Doesn't It Hurt? 309

Death: What Is It Good For? 311

Conflict Without Combat 313

Level 11 They All Want You Dead 317

Sizing Up the Enemy 319

Bad Behavior 320

How Rapid is Rapid? 324

Movement Style 327

Bring on the Bad Guys 329

I Love Designing Enemies 338

I Hate You to Pieces 340

Non-Enemy Enemies 342

How to Create the World's Greatest Boss Battle 343

Who's the Boss? 344

Size Matters 346

Location, Location, Location 350

Why Not to Create the World's Greatest Boss Battle 352

Level 12 The Nuts and Bolts of Mechanics 355

The Mechanics of Mechanics 355

Other Types of Mechanics 359

Match Three Mechanics 359

Racing Game Mechanics 361

Holy Death Trap! 362

What I Learned from Making Kids Cry 365

Time to Die 366

The Music of Mechanics 369

Chip Off the Old Block 372

A Nice Little Calm Spot 375

Riddle Me This 376

Puzzle Me That 380

Minigames and Microgames 382

Level 13 Now You're Playing with Power 385

Powering Up 385

"Love Thy Player" 392

Seriously "Love Thy Player" 394

More Wealth Than You Can Imagine! 395

High Score 398

Achievements 399

Money! Money! Money! 400

Souvenirs 403

Bonus Section about Bonus Features 404

How to Win at Losing 407

Level 14 Multiplayer-The More the Merrier 411

How Many Is the Right Number? 416

MMORPGS, or Hell Is Other People 417

Designing Multiplayer Levels 422

Planning Your Level 422

Mapping Your Level 423

Building Your Level 424

The Dirty Half Dozen 424

Level 15 Reality Check: VR, AR, XR, and Beyond 427

Designing for VR 431

Practically Unreal 433

The Many Worlds of Virtual Reality 435

Real Life, but Better 437

Augment This 439

The X Factor 440

Reality Is the Best Virtual World 441

The Happiest Places on Earth 442

Level 16 Everybody Wins: Monetization and Marketing 445

Back to Business 448

Cashing In 449

Money Is the Root of Something Something 451

Designing It In 455

Marketing: A Million Voices Yelling "Look at Me" 458

Catch and Release 459

Level 17 Some Notes on Music 463

Pitch Perfect Design 464

I Know It When I Hear It 465

Music with Style 466

And the Beat Goes On 467

Sounds Like a Game to Me 470

Orchestrating it all 474

Level 18 No One's Going to Watch Them Anyway 477

A Cut Above 478

How to Write a Screenplay in Eight Easy Steps 480

Finding Your Voice 483

Level 19 The Play's the Thing 487

Thinking in Systems 487

A Delicate Balancing Act 492

Emergence, Eschmergence 493

Up to the Test 494

Play's the Thing 495

Level 20 And Now the Hard Part 499

The Pitch 499

No One Cares About Your Stupid Little World 502

Who's Paying? 505

Video Games Is a Haaaard Business 507

When Reality Gets in the Way 507

Vertical or Horizontal? 510

Expectations of the Game Designer Position 513

What to Do for an Encore? 514

Level 21 Continue? 517

Bonus Level 1 The One-Sheet Sample 519

Bonus Level 2 The Ten-Page Design Document Sample 523

Page 1: Title Page 524

Page 2: Story and Gameplay 525

Page 3:...

Details
Erscheinungsjahr: 2024
Fachbereich: Anwendungs-Software
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
ISBN-13: 9781394298761
ISBN-10: 1394298765
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Rogers, Scott A
Auflage: 3rd edition
Hersteller: Wiley
Maße: 234 x 185 x 33 mm
Von/Mit: Scott A Rogers
Erscheinungsdatum: 05.12.2024
Gewicht: 0,839 kg
Artikel-ID: 129443863
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