Game Design Theory and Practice

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Edition: 2nd edition

ISBN: 9781556227356, 1-55622-735-3

Size: 28 MB (29462343 bytes)

Pages: 608/608

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Richard Rouse9781556227356, 1-55622-735-3

One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames. Follow the entire game development process, from brainstorming a game idea, establishing the focus, and determining the storytelling mode to getting the gameplay working, documenting the design, and playtesting. Learn the techniques of top game designers through in-depth interviews: Chris Crawford, Balance of Power, Eastern Front (1941) Ed Logg, Asteroids, Centipede, Gauntlet Jordan Mechner, Prince of Persia, Karateka, The Last Express Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg! Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall Will Wright, SimCity, The Sims Understand the elements that make a game successful through detailed analysis of Centipede, Tetris, Loom, Myth: The Fallen Lords, and The Sims. Find out how to most effectively document your game ideas, including the use of the focus, design document, story bible, script, and technical specification. A complete sample design document in the appendix illustrates the principles of good gamedevelopment documentation. Author Biography: Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software. Among his credits are Centipede 3D, Odyssey: The Legend of Nemesis, Damage Incorporated, and the PlayStation 2 version of Drakan. Rouse has written extensively about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Gamasutra, and Inside Mac Games.

Table of contents :
Cover……Page 1
Contents……Page 9
Introduction……Page 17
CH01 – What Player’s Want……Page 23
CH02 – Interview: Sid Meier……Page 42
CH03 – Brainstorming a Game Idea……Page 64
CH04 – Game Analysis: Centipede……Page 81
CH05 – Focus……Page 95
CH06 – Interview: Ed Logg……Page 115
CH07 – The Elements of Gameplay……Page 143
CH08 – Game Analysis: Tetris……Page 168
CH09 – Artificial Intelligence……Page 180
CH10 – Interview: Steve Meretzky……Page 201
CH11 – Storytelling……Page 236
CH12 – Game Analysis: Loom……Page 258
CH13 – Getting the Gameplay Working……Page 270
CH14 – Interview: Chris Crawford……Page 285
CH15 – Game Development Documentation……Page 313
CH16 – Game Analysis: Myth: The Fallen Lords……Page 326
CH17 – The Design Document……Page 338
CH18 – Interview: Jordan Mechner……Page 368
CH19 – Designing Design Tools……Page 400
CH20 – Game Analysis: The Sims……Page 417
CH21 – Level Design……Page 428
CH22 – Interview: Will Wright……Page 456
CH23 – Playtesting……Page 494
Conclusion……Page 511
APPENDIX – Sample Design Document: Atomic Sam……Page 515
Glossary……Page 568
Selected Bibliography……Page 584
Index……Page 587
About the Companion CD……Page 607

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