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|All Authors / Contributors:||
Guy W Lecky-Thompson
|Notes:||User level: beginner-intermediate ; Category: game design.|
|Description:||xiii, 322 p. : ill. ; 25 cm.|
|Contents:||CHAPTER 1: A BRIEF HISTORY OF VIDEOGAMES In which we look at the evolution of videogaming, from the first real' game Spacewar! was created on an immensely powerful mainframe, to the amazing things we can do with $300 of kit. CHAPTER 2: INTRODUCTION TO VIDEOGAME DESIGN A discussion on different genres, markets and perspectives as well as vital information about how to take an idea and create a game out of it. While this sounds vague and unrealistic, there are many tips and techniques for knowing if an idea can be made into a game, as well as how to tidy it up so that it makes a good game. The use of narrative, backstories, and other descriptive elements also play a large part in videogame design, and should not be neglected. CHAPTER 3: VIDEOGAME DESIGN IN PRACTICE Timelining the project, trying to pull together the glut of ideas into a cohesive mesh, organizing yourself are some of the key principles discussed in this chapter; which deals with everything that needs to be done before the actual technologies, and look and feel' of the game are considered. Other principle topics include how planning, good documentation and information organization affect the videogame design are also discussed. CHAPTER 4: PLATFORMS & TECHNOLOGIES From consoles and PCs to arcade machines and mobile gaming devices, this chapter takes the reader through the strengths, weaknesses, and technologies associated with each platform on the market. CHAPTER 5: SOUND, MUSIC & GRAPHICS Details the importance of designing in these features, rather than trying to bolt them on during the development phase. Covers different graphics styles, as well as guidelines for creating concept art and sound. CHAPTER 6: OBJECT ORIENTED GAME DESIGN Breaking the game universe, and everything in it into a coherent object model may seem more like software engineering, but it should also be done at the design level too. Otherwise something vital, be it an object, or a connection between two objects, will get lost. CHAPTER 7: GAME MECHANICS This chapter concentrates on how to define the enveloping world that the player will find themselves in. Includes sections on single- vs multiplayer game design, game physics and other key topics. CHAPTER 8: MODDING, SCRIPTING AND DEVELOPING EXPLAINED There are many ways of realizing the videogame, but different approaches will need different designs. It may well be that the idea can be implemented using a simple level map in Quake, along with a quick modification to the engine; but many potential videogame designers are not aware of all the options. CHAPTER 9: USER INTERFACE DESIGN From the graphical to the physical, this chapter looks at ways in which the player controls the game as well as ways in which the game feeds information back to the player. CHAPTER 10: LEVELS & MISSION DESIGN In this chapter, the reader is exposed to a number of different techniques and theories for creating levels, maps, missions, or simply just ways of dividing up their play session such that the player has a sense of achievement, coupled with differences in difficulty and storyline. CHAPTER 11: USING VEHICLES AND OBJECTS For those games that rely on either non-player characters, vehicles, or objects with which the player can cause an effect on the gaming environment, there are a number of issues to contend with. Of course, the relevancy of the elements will change depending on the kind of game being created. CHAPTER 12: VIDEOGAME AI DESIGN All games need a certain amount of AI, whether it just be knee-jerk reaction style or full strength soccer simulation-style. This chapter deals with all aspects of AI, from the rudimentary to the complex, as well as some tricks for simulated AI'. CHAPTER 13: THE OFFICIAL DESIGN DOCUMENT Once the design is clear, there is a certain approach needed to correctly document the idea, and associated technology before taking it any further. The Design Document, as proposed by industry professionals, allows both a way to organize the idea, and also check to see if anything is missing from the proposed game design. CHAPTER 14: FUNDING FOR YOUR VIDEOGAME Any reader with aspersions to make money from their gem of an idea will need to know where to get it, and this chapter takes them through finding a studio to make it, a publisher to publish it, and, hopefully, some financial backing to make it all happen. APPENDIX A : TOOLS, RESOURCES & WEB SITES Places to go to get art tools, for preparing that all-important concept art (plus tools for non-artists), sounds, links to game development web sites, magazines, not to mention tools for prototyping ideas and games.|
|Responsibility:||Guy W. Lecky-Thompson.|