

Beschreibung
Klappentext THE GUIDE TO GREAT VIDEO GAME DESIGN Want to learn how to design cutting edge video games? Need advice on how to improve your current game design? Then get ready to Level Up! Scott Rogers , the video game designer behind hits such as Pac-Man World,...Klappentext THE GUIDE TO GREAT VIDEO GAME DESIGN Want to learn how to design cutting edge video games? Need advice on how to improve your current game design? Then get ready to Level Up! Scott Rogers , the video game designer behind hits such as Pac-Man World, God of War(TM), the Maximo Series and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to: Design what gamers want Write compelling narrative and lore Build game levels that tell stories and challenge players Structure your game design documents for success Pitch your game like the professionals Create an effective marketing plan Level Up! 3rd Edition has been written with all levels of game designers in mind. Over 400 drawings illustrate game design concepts and common pitfalls, making Level Up! an indispensable guide for video game designers both 'in the field' and in the classroom. So what are you waiting for? Grab this book and prepare to Level Up! Inhaltsverzeichnis Foreword xxiii Introduction Press Start! xxv No, You Can't Have My Job xxviii Who is This Book For? xxx Level 1 Welcome N00bs! 1 A (Somewhat) Brief History of Video Games 4 The Brave New World of Gaming: Mobiles, Online Distribution and Touchscreens 9 What's the Difference Between AAA and Indy? 10 Game Genres 11 Who Makes This Stuff? 14 Programmer 15 Artist 15 Designer 17 Producer 17 Tester 18 Composer 19 Sound Designer 21 Narrative Designer/Writer 22 Community Manager 23 Have You Thought About Publishing? 23 Product Manager 23 Creative Manager 23 Art Director 24 Technical Director 24 Marketing Team 24 And the Rest 25 Level 2 Ideas 27 Ideas: Where to Get Them and Where to Stick Them 27 Getting Ahead of the Game 30 What Do Gamers Want? 33 Brainstorming 34 Breaking Writer's Block 37 Why I Hate "Fun" 38 Level 3 Writing the Story 43 Once Upon a Time 44 Narrative Design 47 Anything is Gameplay 50 The Triangle of Weirdness 51 A Likely Story 53 Time to Wrap It Up 56 A Note About "Lore" 57 A Game by Any Other Name 59 Creating Characters Your Players Care About 61 Games Are About Everyone 66 A Few Pointers on Writing for Kids of All Ages 67 Writing for Licenses 68 Level 4 You Can Design a Game, but Can You Do the Paperwork? 71 The Game Design Document 73 Game Design Document (again) 74 Writing the GDD, Step 1: The One-Sheet 75 ESRB Ratings 77 The Core Loop 78 Unique Selling Points 79 Competitive Products 79 Writing the GDD, Step 2: The Ten-Pager 79 The Rule of Threes 81 The Ten-Pager Outline 81 Writing the GDD, Step 3: The Beat Chart 88 Writing the GDD, Step 4: The Game Design Document 90 Writing the GDD, Step 4 1: Now, Unlearn What You Have Learned 91 Writing the GDD, Step 5: Be Responsible 94 Writing the GDD, Step 6 - Other Game Genres 96 Role-Playing Games 96 Real-Time Strategy Games 97 First-Person Shooters 98 Battle Royale 99 Match Three Games 100 Sports Games 101 Level 5 The Three Cs, Part 1: Character 103 Who Do You Want to Be Today? 104 Personality: Do We Really Need Another Kratos? 105 Let's Get Personal 108 Using All the Parts 112 Games Without Characters 113 We Are Not Alone 114 When More Is More 117 Who Are the People in Your Neighborhood? 119 Finally, We Talk About Gameplay 121 Metrics for Other Player Types 124 Why Walk When You Can Run? 124 The...
Klappentext
THE GUIDE TO GREAT VIDEO GAME DESIGN Want to learn how to design cutting edge video games? Need advice on how to improve your current game design? Then get ready to Level Up! Scott Rogers, the video game designer behind hits such as Pac-Man World, God of War(TM), the Maximo Series and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:
Create an effective marketing plan *Level Up! 3rd Edition** has been written with all levels of game designers in mind. Over 400 drawings illustrate game design concepts and common pitfalls, making Level Up! an indispensable guide for video game designers both 'in the field' and in the classroom. So what are you waiting for? Grab this book and prepare to Level Up!*
Inhalt
Foreword xxiii
Introduction Press Start! xxv
No, You Can't Have My Job xxviii
Who is This Book For? xxx
Level 1 Welcome N00bs! 1
A (Somewhat) Brief History of Video Games 4
The Brave New World of Gaming: Mobiles, Online Distribution and Touchscreens 9
What's the Difference Between AAA and Indy? 10
Game Genres 11
Who Makes This Stuff? 14
Programmer 15
Artist 15
Designer 17
Producer 17
Tester 18
Composer 19
Sound Designer 21
Narrative Designer/Writer 22
Community Manager 23
Have You Thought About Publishing? 23
Product Manager 23
Creative Manager 23
Art Director 24
Technical Director 24
Marketing Team 24
And the Rest 25
Level 2 Ideas 27
Ideas: Where to Get Them and Where to Stick Them 27
Getting Ahead of the Game 30
What Do Gamers Want? 33
Brainstorming 34
Breaking Writer's Block 37
Why I Hate "Fun" 38
Level 3 Writing the Story 43
Once Upon a Time 44
Narrative Design 47
Anything is Gameplay 50
The Triangle of Weirdness 51
A Likely Story 53
Time to Wrap It Up 56
A Note About "Lore" 57
A Game by Any Other Name 59
Creating Characters Your Players Care About 61
Games Are About Everyone 66
A Few Pointers on Writing for Kids of All Ages 67
Writing for Licenses 68
Level 4 You Can Design a Game, but Can You Do the Paperwork? 71
The Game Design Document 73
Game Design Document (again) 74
Writing the GDD, Step 1: The One-Sheet 75
ESRB Ratings 77
The Core Loop 78
Unique Selling Points 79
Competitive Products 79
Writing the GDD, Step 2: The Ten-Pager 79
The Rule of Threes 81
The Ten-Pager Outline 81
Writing the GDD, Step 3: The Beat Chart 88
Writing the GDD, Step 4: The Game Design Document 90
Writing the GDD, Step 4 1: Now, Unlearn What You Have Learned 91
Writing the GDD, Step 5: Be Responsible 94
Writing the GDD, Step 6 - Other Game Genres 96
Role-Playing Games 96
Real-Time Strategy Games 97
First-Person Shooters 98
Battle Royale 99
Match Three Games 100
Sports Games 101
Level 5 The Three Cs, Part 1: Character 103
Who Do You Want to Be Today? 104
Personality: Do We Really Need Another Kratos? 105
Let's Get Personal 108
Using All the Parts 112
Games Without Characters 113
We Are Not Alone 114
When More Is More 117
Who Are the People in Your Neighborhood? 119
Finally, We Talk About Gameplay 121
Metrics for Other Player Types 124
Why Walk When You Can Run? 124
The Art of Doing Nothing 128
Might as Well Jump 129
Hoists and Teeters 133
What Goes Up Must Fall Down 134
Me and My Shadow 135
The Water's Fine or Is It? 136
Level 6 The Three Cs, Part 2: Camera 139
Get It Right: Camera Views 139
First-Person Camera 144
Virtual Reality 146
Third Person Camera 147
Giving Up Control 150
So, You've Decided to Let the Player Control the Camera 151
So, You've Decided Not to Let the Player Have Control over the Camera 152
So, You've Decided to Let Players Sometimes Have Control over the Camera 154
Two and a Half d 154
Isometric Camera 154
Top-Down Camera 156
AR Cameras 157
Special Case Cameras 157
Tunnel Vision 158
Camera Shot Guide 158
Camera Angle Guide 161
Camera Movement Guide 162
Other Camera Notes 165
Always Point the Camera to the Objective 166
Never Let the Character Get out of the Camera's Sight 166
Multiple-Player Cameras 167
Level 7 The Three Cs, Part 3: Controls 171
Control Is in Your Hand 172
You've Got the Touch 175
Dance, Monkey, Dance 177
Poetry in motion 180
All the right moves 182
Character or Camera R…