Résumé
Most books on game design and development treat the topic as if designers worked in a vacuum. But in the real world, game design almost always needs to work within the constraints of time, money, hardware and software limitations, marketing issues, ales potential, and other challenges. Anyone who views this as an opportunity rather than a problem can learn to create exciting and truly original titles that become highly successful. The "complete" approach to game design is all about getting into the trenches and uncovering the real-world constraints and issues and providing design solutions that really work.
This highly practical and informative guide shows that designing successful games involves critical factors such as how to design for licenses when a game is based on a film, book, or TV show; how to design for technology that has significant limitations such as limited memory, smaller displays, and limited CPU capacity; how to create designs that are compelling and really hook the player; and how to spot and take advantage of key design trends that are leading the industry. No other book like Game Design Complete brings together the amazing insight of today's top minds to cover topics like designing unique characters, dealing with strange and challenging environments like Mars or the artic, designing a game around famous people, designing a game to stand out as a brand, designing for different demographics, and much more. Throughout, the book is jam-packed with design related war stories, tips, and techniques that really work.
Sommaire
- Constraints or Opportunities
- Getting Back to the Basics of Great Game Design
- Licensed to Thrill
- The Art (and Challenge) of Designing for Game Platforms
- A Break from the Norm
- Core Gameplay
- Designing Camera Systems
- Control Systems
- Designing Characters
- Game Environments and Level Design
- Design Challenges
- Online Gaming
- Designing Sequels
- Advergaming and Sponsorships
- Audio
- A Smarter Designer
- Market Research and Focus Groups
- Design Teams, Prototypes, and Pitching
- Designing Seriously Serious Games
- If All Else Fails
- Disaster Management
- The Final Chapter
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Paraglyph Press |
Auteur(s) | Patrick O'Luanaigh |
Parution | 15/05/2005 |
Nb. de pages | 450 |
Format | 18 x 23,5 |
Couverture | Broché |
Poids | 714g |
Intérieur | Noir et Blanc |
EAN13 | 9781933097008 |
ISBN13 | 978-1-933097-00-8 |
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