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Learn to design games for tablets from a renowned game
designer!
Eager to start designing games for tablets but not sure where to
start? Look no further! Gaming guru Scott Rogers has his finger on
the pulse of tablet game design and is willing to impart his wisdom
and secrets for designing exciting and successful games. As the
creator of such venerable games as God of War, the
SpongeBob Squarepants series, and Pac-Man World, to
name a few, Rogers writes from personal experience and in this
unique book, he hands you the tools to create your own tablet games
for the iPad, Android tablets, Nintendo DS, and other touchscreen
systems.
Covers the entire tablet game creation process, placing a
special focus on the intricacies and pitfalls of touch-screen game
design
Explores the details and features of tablet game systems and
shows you how to develop marketable ideas as well as market your
own games
Offers an honest take on what perils and pitfalls await you
during a game's pre-production, production, and post-production
stages
Features interviews with established tablet game developers
that serve to inspire you as you start to make your own tablet game
design
Swipe This! presents you with an in-depth analysis of
popular tablet games and delivers a road map for getting started
with tablet game design.
Autorentext
After deciding that game designers have more fun, Scott Rogers embarked on an eighteen- (and counting) year career creating video games, including Sony's God of War™, Capcom's Maximo: Ghosts to Glory and its sequel Maximo vs. Army of Zin, Namco's Pac-Man World and THQ's Darksiders and Drawn to Life series. He is currently an Imagineer for Walt Disney Imagineering.
Zusammenfassung
Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems.
Inhalt
Introduction Swipe This Book! 1
Some Possible Reasons You Picked Up Swipe This! 2
Who is This Book For? 2
Working Video Game Professionals 3
Future Video Game Designers 4
Students of Game Design 5
People Who Love Video Games 6
Why Another Book on Game Design? 7
What You Won't Find in This Book 7
Very Deep Theory 8
The Complete History of Video Games 8
How to Program Video Games 9
How to Create Video Game Art 9
Lameness 9
What You Will Find in This Book 9
Practical Information 10
Good News! 11
Chapter 1 Hardware Wars 13
Touch and Go! 18
More Things to Be Touchy About 20
Game On! 21
Destroy All Humans! 28
Developer Interview 1 Paul O'Connor 29
Chapter 2 Clown-On-A-Unicycle 33
Let's Get High (Concept) 35
Yes, But is It a Game? 39
Really Quick Guide to the One-Sheet 40
Form Follows Function 41
Function Follows Form 42
Length Matters 43
The Average Play Session Will Last 2 to 5 Minutes 45
The Overall Game Length Should Only Be a Few Hours 45
Develop Gameplay in Terms of Depth, Not Length 48
Emphasize Repeatability Over Content 48
Create Natural Play Breaks Over the Course of the Game 49
Emergent Eschmergent 49
I Want to Be Rich and Powerful 51
Game Design Spotlight 1 Fruit Ninja HD 53
Chapter 3 Finger Fu! 57
The Fabulous Folio of Facile Fingering 60
You Only Have Two (to Four) Fingers 68
Hands Solo 70
Virtual Joysticks Suck or Do They? 75
Hands Get Their Revenge 77
Developer Interview 2 Andy Ashcraft 81
Chapter 4 GenreBusters 85
Making a Name 91
Games Need Story or Do They? 94
Unreliable Narrators 106
Game Design Spotlight 2 Helsing's Fire 107
Chapter 5 Puzzlings 111
Superior Logic 115
The Problem with Math 118
Don't Be Difficult 121
Physics: It's for the Birds 123
Let's Get Wet 127
Do You See What I See? 128
Hiding in Plain Sight 131
Word Up 133
And the Solution is 135
Developer Interview 3 Erin Reynolds 137
Chapter 6 Arcade Crazy 141
The Good Ol' Days 143
Games? I'll Give You Games! 147
A-mazing Games 151
Cuteness Counts 152
The First Rule of Fighting Games 155
Get on the Ball 159
Baby, You Can Drive My iPhone 162
Beat It, Kid 165
Everything New is Old Again 166
Game Design Spotlight 3 Where's My Water? 171
Chapter 7 Action Guy 175
Think Like an Artist 177
The Metrics System 179
Didn't We Already Talk about Character? 182
World Building for Fun and Profit 183
What's with All the Zombies? 189
How to Design an Enemy in Six Easy Steps 190
Fighting for Cash and Glory! 194
Pain, Pain, Go Away, Come Again Some Other Day 201
Putting the Ack in Feedback15 202
The Only Good Player is a Dead One 203
Developer Interview 4 Blade Olsen 205
Chapter 8 DoodleCat 209
Get to the Point 210
Finger Pointers 212
The Artist's Way 214
A Line on Fun 217
Meow Meow Meow 220
Game Design Spotlight 4 Jetpack Joyride 223
Chapter 9 Casual Fryday 227
Board Games 229
Card Games 232
Real Time Strategy Games 234
How to Create a Tech Tree 236
Tower Defense Games 238
God Games 241 Sports Games 246...