Level Up! The Guide to Great Video Game Design. için kapak resmi
Level Up! The Guide to Great Video Game Design.
Başlık:
Level Up! The Guide to Great Video Game Design.
Yazar:
Rogers, Scott.
ISBN:
9781118877210
Yazar Ek Girişi:
Basım Bilgisi:
2nd ed.
Fiziksel Tanımlama:
1 online resource (554 pages)
İçerik:
Title Page -- Copyright Page -- Contents -- Introduction Press Start! -- If You Are Anything Like Me -- No, You Can't Have My Job -- Who Is This Book For? -- Why a Second Edition? -- Level 1: Welcome, N00bs! -- A Brief History of Video Games. -- The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens. -- Game Genres. -- Who Makes This Stuff? -- Have You Thought about Publishing?. -- Level 2: Ideas -- Ideas: Where to Get Them and Where to Stick Them. -- Getting Ahead of the Game. -- What Do Gamers Want?. -- Brainstorming. -- Breaking Writer's Block. -- Why I Hate "Fun". -- Level 3: Writing the Story -- Once Upon a Time . . .. -- The Triangle of Weirdness. -- A Likely Story. -- Time to Wrap It Up. -- A Game by Any Other Name. -- Creating Characters Your Players Care About. -- A Few Pointers on Writing for Kids of All Ages. -- Writing for Licenses. -- Level 4: You Can Design a Game, but Can You Do the Paperwork? -- Writing the GDD, Step 1: The One-Sheet. -- Writing the GDD, Step 2: The Ten-Pager -- Writing the GDD, Step 3: Gameplay Progression -- Writing the GDD, Step 4: The Beat Chart -- Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) -- Writing the GDD, Step 6: Above All, Don't Be a Jerk -- Level 5: The Three Cs, Part 1: Character -- Who Do You Want To Be Today? -- Finally, We Talk About Gameplay -- Level 6: The Three Cs, Part 2: Camera -- Get It Right: Camera Views -- First Person Camera -- Third Person Camera -- Giving Up Control -- Two and a Half D -- Isometric Camera -- Top-Down Camera. -- AR Cameras. -- Special Case Cameras. -- Tunnel Vision. -- Camera Shot Guide. -- Camera Angle Guide. -- Camera Movement Guide. -- Other Camera Notes. -- Multiple-Player Cameras. -- Level 7: The Three Cs, Part 3: Controls -- Control Is in Your Hand. -- You've Got the Touch. -- Dance, Monkey, Dance.

Character or Camera Relative?. -- Shake, Rattle, and Roll. -- Level 8: Sign Language: HUD and Icon Design -- Heads Up!. -- There Are Other Screens Than the HUD. -- A Final Word on Fonts. -- Level 9: Everything I Learned About Level Design, I Learned from Level 9 -- The Top 10 Cliché Video Game Themes -- The Name Game -- Everything I Learned About Level Design, I Learned from Disneyland. . -- Following Procedure -- You've Got the Beat -- Re-using Re-use -- The Gary Gygax Memorial Mapping Section -- Sandbox Play -- Illusional Narrative -- The Dave Arneson Memorial Mapping Section -- Wrapping Up Mapping -- Gray Matters -- Leave the Training Level for Last -- Levels without Characters -- Level 10: The Elements of Combat -- 400 Quatloos on the Newcomer! -- Put 'Em Up! -- And a One and a Two -- The Big Finish -- Live by the Sword -- Now You Have to Kiss Me -- Let's Get Defensive -- Dodging the Bullet -- On Guarding -- State of the Art Bang Bang -- The Best Gun for You -- Run and Gun -- Not Just Shooting -- Dang it, Jones! Where Doesn't It Hurt? -- Death: What Is It Good For? -- Conflict Without Combat -- Level 11: They All Want You Dead -- Sizing Up the Enemy. -- Bad Behavior. -- How Rapid is Rapid?. -- Movement Style . -- Bring on the Bad Guys. -- I Love Designing Enemies. -- I Hate You to Pieces. -- Non-Enemy Enemies. -- How to Create the World's Greatest Boss Battle. -- Who's the Boss? -- Size Matters. -- Location, Location, Location. -- Why Not to Create the World's Greatest Boss Battle. -- Level 12: The Nuts and Bolts of Mechanics -- The Mechanics of Mechanics. -- Holy Death Trap!. -- What I Learned from Making Kids Cry. -- Time to Die. -- The Music of Mechanics. -- Chip Off the Old Block . -- A Nice Little Calm Spot. -- Riddle Me This. -- Puzzle Me That. -- Minigames and Microgames. -- Level 13: Now You're Playing with Power -- Powering Up.

"Love Thy Player". -- Seriously. "Love Thy Player.". -- More Wealth Than You Can Imagine!. -- Bonus Section about Bonus Features -- How to Win at Losing -- Level 14: Multiplayer-The More the Merrier -- How Many Is the Right Number? -- MMORPGS, or Hell Is Other People -- Designing Multiplayer Levels -- Level 15: Everybody Wins: Monetization -- Cashing In -- Money Is the Root of Something Something -- Level 16: Some Notes on Music -- I Know It When I Hear It -- Music with Style -- And the Beat Goes On -- Sounds Like a Game to Me -- Level 17: Cutscenes, or No One's Gonna Watch 'Em Anyway -- A Cut Above -- How to Write a Screenplay in Eight Easy Steps -- Finding Your Voice -- Level 18: And Now the Hard Part -- No One Cares About Your Stupid Little World -- Who's Paying? -- Video Games Is a Haaaard Business. -- What to Do for an Encore?. -- Continue? -- Time to Level Up!. -- Bonus Level 1: The One- Sheet Sample -- Bonus Level 2: The Ten-Page Design Document Sample -- Bonus Level 3: Game Design Document Template -- Bonus Level 4: The Medium-Sized List of Story Genres -- Bonus Level 5: Game Genres -- Bonus Level 6: The Big List of Environments -- Bonus Level 7: Mechanics and Hazards -- Bonus Level 8: Enemy Design Template -- Bonus Level 9: Boss Design Template -- Bonus Level 10: High-Concept Pitch Presentation -- Bonus Level 11: Achievement Unlocked: Exactly Like Making Chili -- Index -- About the Author.
Özet:
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!.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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