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Game Design Perspectives
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Librairie Eyrolles - Paris 5e
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Game Design Perspectives

Game Design Perspectives

François Dominic Laramée

410 pages, parution le 26/07/2002

Résumé

Interactive Game Design is a new field, and as such its boundaries have yet to be explored. Even within the industry, game designers are treated with a mix of awe and fear, because design is not as predictable as artwork production, or as tangible as programming. And, more important, it lacks formal documented procedures for predictable and repeated success. This unique compilation of design articles provides designers with insight into how their colleagues approach game design, where they have stumbled, and how they have succeeded.
The articles are written by a diverse group of designers with a wide variety of gaming backgrounds. The topics covered range from proper design documentation, user interfaces, design theory, characters and storytelling, to quality management, platform- and genre-specific design issues, relationships between designers and the user community, and game development project management. If you are just beginning in game design, youíll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from The User Community and Managing a Game Development Business sections.
What You'll Gain From This Book:
  • An overview of how to write effective game design documents
  • Insightful tips and techniques from a variety of designers
  • Practical ideas about game design theory
  • Key design issues for a variety of genres (e.g., turn-based games, multiplayer) and platforms (e.g., wireless, ITV)
  • New ideas for character and story development, including screenwriting techniques for games
  • Useful information on designing for different types of communities (e.g., online, female, children)
  • Details on some key aspects of managing a game development business
Contents
  • Part 1 - Design Documents
  • Introduction
  • Writing Effective Design Treatments - François Dominic Laramée
  • Online Design Documents - Drew Sikora
  • Writing The Adventure Game - Bruce Onder
  • The Designer's Best Friends - John Dennis
  • When Good Design Goes Bad - John Dennis
  • Part 2 - Game Design Theory
  • Introduction
  • World Building: From Paper To Polygons - Joshua Mosqueira
  • Balancing Gameplay Hooks - Geoff Howland
  • Meaningful Game Mechanics - Charlie Cleveland
  • Know Your Meta-Game - D. Sim Dietrich
  • Pros and Cons Of Hit Point Systems - Jonathon Schilpp
  • Alternatives To Numbers In Game Design Models - François Dominic Laramée
  • Increasing Challenge Without Frustrating Players - Marcin Szymanski
  • Nine Trade-Offs Of Game Design - François Dominic Laramée
  • Pacing In Action Games - Joe Hitchens
  • Adapting Licensed Properties - Daniel Tanguay &and Brent Boylen
  • Warning Signs Of Faulty Game Design - D. Sim Dietrich
  • Elements of Level Design - François Dominic Laramée
  • 3 - User Interfaces
  • Introduction
  • Six Principles Of User Interaction - D. Sim Dietrich
  • Breaking The Looking Glass: Designing User Interfaces For 3D Computer Games Sean Timarco Baggaley
  • Camera Control Systems For 3D Games - Wayne Imlach
  • Learning Artistic Articulation Without Reinventing The Wheel - Adam Baratz
  • The Game Save - Wayne Imlach
  • Part 4 - Genres and Platforms
  • Introduction
  • Turn-Based Game Design - Bruce Onder
  • Wireless Game Design - Stefan Pettersson
  • Designing Gameplay For Interactive Television - Bruce Onder
  • Memory-Friendly Design For Small Platforms - Alexandre Ribeiro
  • Online Interaction Patterns - Markus Friedl
  • Special Issues In Multiplayer Game Design - Joe Hitchens
  • Online Persistence In Game Design - Drew Sikora
  • Part 5 - Characters and Storytelling
  • Introduction
  • Storytelling In Computer Games - Drew Sikora
  • Show And Tell: Applying Screenwriting Techniques To Computer Games - Sean Timarco Baggaley
  • Comedy In Games - François Dominic Laramée
  • Storytelling in Level-Based Game Design - Bruce Onder
  • Part 6 - The User Community
  • Introduction
  • But What If the Player Is Female? - Sheri Graner-Ray
  • Designing for Online Community - David Michael
  • Character Interaction Outside The Game World - Ben Carter
  • Utilizing the Consumer: Making The Most Of Modding - Wayne Imlach
  • Following Up After The Game Is Released: It's Not Over When It's Over - Tom Sloper
  • Games for Young Children - Ruud van de Moosdjik
  • Part 7 - Managing a Game Development Business
  • Introduction
  • Building (and Keeping) A Great Game Development Team - Barbara Walter
  • Showing Publishers What They Want to See - Jay Powell
  • Introduction to Contract Negotiations - Jay Powell
  • Negotiating a Freelance Game Design Contract - Bruce Onder
  • Keeping Your Team Motivated - Geoff Howland
  • Managing External Development Teams: Hand Me the Remote! - Tom Sloper
  • Total Quality Control In Game Development - Chris Campbell
  • Using Focus Groups To Proof Design Ideas - Charlie Cleveland
  • Appendix A: About The CD-ROM

L'auteur - François Dominic Laramée

François Dominic Laramée (Verdun, QC) has designed, programmed, and/or produced over 20 games for con-soles, personal computers, interactive television, and online networks over the last decade. He is a prolific writer and the holder of graduate degrees in computer science and business administration. He is also the editor of Game Design Perspectives and he has contributed to the Game Programming Gems and AI Game Programming Wisdom series.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) François Dominic Laramée
Parution 26/07/2002
Nb. de pages 410
Format 18,8 x 23,4
Couverture Broché
Poids 925g
Intérieur Noir et Blanc
EAN13 9781584500902
ISBN13 978-1-58450-090-2

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