Game design
The art & business of creating games
Résumé
Table of Contents
Introduction
Part I: Design
Chapter 1: Getting to "Yes"
Concept Development
Genres
Action Games
Role-Playing Games (RPGs)
Strategy Games
Simulations
Sports Games
Fighting Games
Casual Games
God Games
Educational Games
Puzzle Games
Online Games
The Game Proposal Document
Gameplay
Features
Target Market
Target Hardware Platform
Estimated Schedule and Budget
Competitive Analysis
The Team
Risk Analysis
Summary
Chapter 2: Principles of game design
Player Empathy
Feedback
Grounding the Player
The Moment-to-Moment Experience
Immersion
Writing
Design Within Limits
Removing Impediments
Load Times
Game Interruptions
Saving the Game
Housekeeping
Bugs
The Start-up Screen
Customizable Controls
Cheat Codes
Tutorial or Practice Mode
Structure and Progression
Taking Care of the Player
Protect Newbies
Play It Again, Sam
Give the Player the Information He Needs
Reduce Player Paranoia
Offer Levels of Difficulty
Economy of Design
Where Do You Get Your Ideas?
Chapter 3: Genre-specific Game Design
Issues
Action
Level Design
Weapons
Engine
Statistics
Story
Combat
Puzzles
Interface
Linearity versus Nonlinearity
Exploration
Teams
Units and Weapons
Realism versus Fun
Artificial Intelligence (Al)
Testing
Missions
Hard-Core versus Casual
Interface
Keep It Fun
The Meta-Game
Licenses
The Look
Features and Interface
Casual
God Games
Educational Games
Puzzle Games
Online
Chapter 4: Storytelling
Plot: The Three-Act Structure
The Middle
The End
Character Development
The Tools of the Trade
Scripted Events
Dialog
Chapter 5: Level Design
Concept Work
Building the Level
Gameplay
Structure and Progression
Flow Control
Degree of Difficulty
Balance
Puzzles
Other Design Tips
Chapter 6: Designing the Puzzle
Types of Puzzles
Unusual Use of an Object
"Building" Puzzles
Information Puzzles
Codes, Cryptograms, and Other"Word" Puzzles
Excluded Middle Puzzles
Preparing the Way
People Puzzles
Timing Puzzles
Sequence Puzzles
Logic Puzzles
Classic Game Puzzles
Riddles
Dialog Puzzles
Trial and Error Puzzles
Machinery Puzzles
Alternative Interfaces
Mazes
Gestalt Puzzles
Arbitrary Puzzles
Designer Puzzles
Binary Puzzles
Hunt-the-Pixel Puzzles
Appropriate to the Environment
Amplifying the Theme
The V-8 Response
The Solution's Proximity to the Puzzle
Alternative Solutions
Red Herrings
Steering the Player
The Villain
Player Empathy
Chapter 7: Franchises, Brands, and Licenses
Creating an Internal Franchise
The Visual Look
Revealing Character
World-Based Franchises
Working with the Licensor
Creating the Material
A Summary Treatment of a Series
A New Game Based in an Existing Universe
A New Game in a Universe that Doesn't Exist Yet
Part II: Teams
Chapter 8: The Development Team
Vision
Production
The Internal Producer
The Assistant and Associate Producers
The Level Designer
The Writer
Programmers
Artists
Character Modeling
Animation
Background Modeling
Textures
Testers
Chapter 9: External Resources
Administrative Issues
Voice
Music
Sound Effects
Video
Motion Capture
Language Localization
The Manual
Legal Issues (Getting the Rights)
Part III: Development
Chapter 10: Project Lifecycle and Documents
Concept Development
The Project Proposal
The Features Summary
The Story
Gameplay Mechanics
The P&L (Profit and Loss) Statement
Risk Analysis
The Art Bible
The Production Path
The Technical Design Document
The Project Plan
The Prototype
Alpha
Beta
Code Freeze
RTM (Release to Manufacture)
Patches
Upgrades
Chapter 11: Managing Development
Design
Planning and Scheduling
External Pressures
Padding
Altered Requirements
Developer Optimism
The Unsolvable Problem
The Modified Waterfall
Iterative Prototyping
The Back of the Wagon
Other Recovery Strategies
Part IV: The Business
Chapter 12: The Business How Games Are Sold
The Publishing Team
Marketing
Sales
Wholesalers
OEMs (Original Equipment Manufacturers)
Selling the Salesmen
Interviews
Screenshots
Sell Sheets
The Bottom Line
Royalties
Reserve against Returns
Milestones and Deliverables
Rights
Proprietary Technology
Term
Termination
Confidentiality
Ancillary Revenues
Chapter 13: Breaking In
General Advice
Your Demo
The Cover Letter and Resume
The Interview
Artists
Level Designers
Producers
Testers
Composers and Sound Effects Technicians
Game Designers
Part V: Conclusion
Chapter 14: The Hero's Journey
Appendix: Resources
Game DesignWeb Sites
Software Management
Schools
Industry News
Conferences and Tradeshows
Glossary
Index
Introduction
Part I: Design
Chapter 1: Getting to "Yes"
Concept Development
Genres
Action Games
Role-Playing Games (RPGs)
Strategy Games
Simulations
Sports Games
Fighting Games
Casual Games
God Games
Educational Games
Puzzle Games
Online Games
The Game Proposal Document
Gameplay
Features
Target Market
Target Hardware Platform
Estimated Schedule and Budget
Competitive Analysis
The Team
Risk Analysis
Summary
Chapter 2: Principles of game design
Player Empathy
Feedback
Grounding the Player
The Moment-to-Moment Experience
Immersion
Writing
Design Within Limits
Removing Impediments
Load Times
Game Interruptions
Saving the Game
Housekeeping
Bugs
The Start-up Screen
Customizable Controls
Cheat Codes
Tutorial or Practice Mode
Structure and Progression
Taking Care of the Player
Protect Newbies
Play It Again, Sam
Give the Player the Information He Needs
Reduce Player Paranoia
Offer Levels of Difficulty
Economy of Design
Where Do You Get Your Ideas?
Chapter 3: Genre-specific Game Design
Issues
Action
Level Design
Weapons
Engine
Statistics
Story
Combat
Puzzles
Interface
Linearity versus Nonlinearity
Exploration
Teams
Units and Weapons
Realism versus Fun
Artificial Intelligence (Al)
Testing
Missions
Hard-Core versus Casual
Interface
Keep It Fun
The Meta-Game
Licenses
The Look
Features and Interface
Casual
God Games
Educational Games
Puzzle Games
Online
Chapter 4: Storytelling
Plot: The Three-Act Structure
The Middle
The End
Character Development
The Tools of the Trade
Scripted Events
Dialog
Chapter 5: Level Design
Concept Work
Building the Level
Gameplay
Structure and Progression
Flow Control
Degree of Difficulty
Balance
Puzzles
Other Design Tips
Chapter 6: Designing the Puzzle
Types of Puzzles
Unusual Use of an Object
"Building" Puzzles
Information Puzzles
Codes, Cryptograms, and Other"Word" Puzzles
Excluded Middle Puzzles
Preparing the Way
People Puzzles
Timing Puzzles
Sequence Puzzles
Logic Puzzles
Classic Game Puzzles
Riddles
Dialog Puzzles
Trial and Error Puzzles
Machinery Puzzles
Alternative Interfaces
Mazes
Gestalt Puzzles
Arbitrary Puzzles
Designer Puzzles
Binary Puzzles
Hunt-the-Pixel Puzzles
Appropriate to the Environment
Amplifying the Theme
The V-8 Response
The Solution's Proximity to the Puzzle
Alternative Solutions
Red Herrings
Steering the Player
The Villain
Player Empathy
Chapter 7: Franchises, Brands, and Licenses
Creating an Internal Franchise
The Visual Look
Revealing Character
World-Based Franchises
Working with the Licensor
Creating the Material
A Summary Treatment of a Series
A New Game Based in an Existing Universe
A New Game in a Universe that Doesn't Exist Yet
Part II: Teams
Chapter 8: The Development Team
Vision
Production
The Internal Producer
The Assistant and Associate Producers
The Level Designer
The Writer
Programmers
Artists
Character Modeling
Animation
Background Modeling
Textures
Testers
Chapter 9: External Resources
Administrative Issues
Voice
Music
Sound Effects
Video
Motion Capture
Language Localization
The Manual
Legal Issues (Getting the Rights)
Part III: Development
Chapter 10: Project Lifecycle and Documents
Concept Development
The Project Proposal
The Features Summary
The Story
Gameplay Mechanics
The P&L (Profit and Loss) Statement
Risk Analysis
The Art Bible
The Production Path
The Technical Design Document
The Project Plan
The Prototype
Alpha
Beta
Code Freeze
RTM (Release to Manufacture)
Patches
Upgrades
Chapter 11: Managing Development
Design
Planning and Scheduling
External Pressures
Padding
Altered Requirements
Developer Optimism
The Unsolvable Problem
The Modified Waterfall
Iterative Prototyping
The Back of the Wagon
Other Recovery Strategies
Part IV: The Business
Chapter 12: The Business How Games Are Sold
The Publishing Team
Marketing
Sales
Wholesalers
OEMs (Original Equipment Manufacturers)
Selling the Salesmen
Interviews
Screenshots
Sell Sheets
The Bottom Line
Royalties
Reserve against Returns
Milestones and Deliverables
Rights
Proprietary Technology
Term
Termination
Confidentiality
Ancillary Revenues
Chapter 13: Breaking In
General Advice
Your Demo
The Cover Letter and Resume
The Interview
Artists
Level Designers
Producers
Testers
Composers and Sound Effects Technicians
Game Designers
Part V: Conclusion
Chapter 14: The Hero's Journey
Appendix: Resources
Game DesignWeb Sites
Software Management
Schools
Industry News
Conferences and Tradeshows
Glossary
Index
L'auteur - Bob Bates
Bob Bates began his game writing career at Infocom in
1985. Since then he has writeen, co-designed, or production
over 25 games that have garnered more than 30 industry
awards. The most notable of those awards is the CGW 1993
Adventure Game of the Year Award for Eric the Unready. A
co-founder of Legend Entertainment in 1989, he now serves
as joint Studio Head at Legend, a division of Infogrames,
Inc.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Prima Publishing |
Auteur(s) | Bob Bates, André LaMotte |
Parution | 01/08/2001 |
Nb. de pages | 300 |
Format | 19 x 23,2 |
Couverture | Broché |
Poids | 588g |
Intérieur | Noir et Blanc |
EAN13 | 9780761531654 |
ISBN13 | 978-0-7615-3165-4 |
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