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Update to include: Expansion on themes Touch and touch screen controls AR enabled games Level Up! covers the entire video game creation process. Readers will learn how to develop marketable ideas, learn what perils and pitfalls await them during a games pre-production, production and post-production stages. Rogers also provides creative ideas to serve as fuel for the readers own projects from game theme and environments to gameplay mechanics.
Inside, video game industry veteran Scott Rogers provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on Rogers years of professional experience. Level Up! is the Understanding Comics of video game design - an indispensable guide for video game designers both in the field and the classroom. Topics covered include: Understanding what gamers want Compelling character design Working with player actions Techniques for non-human characters Camera techniques - the camera as a character Designing UI and HUD Beautiful level design What games designers can learn from theme parks Combat, puzzles and game mechanics Fun and UNFUN How to make the worlds greatest Boss battle (and why not to do it) and tons more - including the business of design, creating design documents, the pitch and more.
Annað
- Höfundur: Scott Rogers
- Útgáfa:2
- Útgáfudagur: 2014-04-11
- Hægt að prenta út 2 bls.
- Hægt að afrita 10 bls.
- Format:Page Fidelity
- ISBN 13: 9781118877210
- Print ISBN: 9781118877166
- ISBN 10: 1118877217
Efnisyfirlit
- 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 Clich? 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
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- Gerð : 208
- Höfundur : 12144
- Útgáfuár : 2014
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