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Craft and Science of Game Design: A Video Game Designer's Manual [Pehme köide]

  • Formaat: Paperback / softback, 122 pages, kõrgus x laius: 216x138 mm, kaal: 453 g, 40 Illustrations, color
  • Ilmumisaeg: 09-Dec-2020
  • Kirjastus: CRC Press
  • ISBN-10: 0367556537
  • ISBN-13: 9780367556532
Teised raamatud teemal:
  • Formaat: Paperback / softback, 122 pages, kõrgus x laius: 216x138 mm, kaal: 453 g, 40 Illustrations, color
  • Ilmumisaeg: 09-Dec-2020
  • Kirjastus: CRC Press
  • ISBN-10: 0367556537
  • ISBN-13: 9780367556532
Teised raamatud teemal:

The Craft and Science of Game Design: A Video Game Designer’s Manual goes into the nuts and bolts of video game development from the perspective of a veteran designer with more than 20 years of experience in the industry. It covers the psychology and biology of why people play games and goes in depth on the techniques and tricks professional game designers use to be successful in game development. If you are looking to make a career in video games, or are already in the industry, the insights and hard-earned lessons contained in this book are sure to be useful at all levels of the profession.

Originally from Canada, Phil O’Connor has been making video games all over the world since 1997. Phil has worked at some of the industry’s largest studios on some of the biggest projects, including Far Cry 3 and Rainbow Six Siege. With credits on nearly 20 games, Phil has shared in this book some of the less-known details of being a game designer in today’s video game industry, along with a breakdown of some of the skills to help professional designers shine.

Acknowledgements xi
Chapter 1 An Introduction to Games
1(28)
Introduction
1(3)
Disclaimer
4(1)
Background On The Video Game Industry
5(1)
The Audience: The Player
6(2)
The Biology Of Games
8(3)
The Cultural Origins Of Gaming
11(6)
Storytelling
17(2)
Vision Quests
19(3)
Games Of The Gods
22(6)
Conclusion
28(1)
Chapter 2 Game Designer Specializations
29(22)
Tech Designer
31(1)
Character Designer
32(1)
Interface Designer
33(1)
Menu Designer
34(1)
System Designer
34(1)
Artificial Intelligence (Al) Designer
35(1)
Bossfight Designer
36(1)
Combat Designer
37(1)
Balance Designer
38(1)
Economy Designer
39(1)
User Experience Designer
40(1)
Level Designer
40(1)
Environment Designer
41(1)
Story/Narrative Designer
42(1)
Quest Designer
43(1)
Encounter Designer
44(1)
Scripting Designer
44(1)
Production Designer
45(1)
Creative Director
46(1)
Design Director
47(1)
Principal Designer
48(1)
Design Manager
49(2)
Chapter 3 Game Design Leadership
51(22)
Effective Game Design
52(4)
The Importance Of Feedback
56(2)
The Importance Of Objectivity
58(1)
The Business Side
59(1)
Working With Other Disciplines
60(1)
Working With Programmers
61(1)
Working With Artists
62(2)
Working With Sound Designers
64(1)
Working With Production
65(1)
Working With Writers
66(1)
Working With Marketing
67(1)
Working With Other Designers
68(3)
Conclusion
71(2)
Chapter 4 The Role of Communication
73(37)
High-Level Vision And Pillars
75(2)
Stand-Ups
77(1)
Meetings
78(2)
Email
80(1)
Message Apps
81(1)
Face To Face
82(1)
Communication Integrity
83(2)
Communicating With The Other Disciplines
85(1)
Communicating With Production Teams
85(2)
Communicating With Art Teams
87(1)
Communicating With Tech Teams
88(2)
Communicating Design Tasks
90(2)
Types of Design Tasks
92(2)
Draft Design Document
94(2)
First Pass
96(1)
Final Approved Version
96(1)
Feature Descriptions
97(2)
Design Communication Through Each Stage Of Development
99(1)
Preproduction
99(1)
Core Experience
99(2)
Project Scope
101(1)
Audience
102(1)
Technology
103(1)
Market Landscape
103(1)
Publishing Strategy
103(1)
Monetization
104(1)
Prototyping
105(1)
Production
106(1)
Alpha
106(2)
Beta
108(2)
Conclusion 110(3)
Index 113
Phil OConnor: Originally from Canada, Phil has been making video games all over the world since 1997. Phil has worked at some of the industrys biggest studios on some of the largest projects, including Far Cry 3 and Rainbow Six Siege. With credits on nearly 20 games, he has shared in this book some of the less known details of being a game designer in todays video game industry along with a break down of some of the skills to help you shine as a professional designer.