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Andrew Rollings and Ernest Adams on game design / by Andrew Rollings

By: Rollings, AndrewContributor(s): Adams, ErnestPublisher: London, New Riders 2003Description: 621 p.; 24cm001: 10943ISBN: 1592730019Subject(s): Computer and video games | Game design | Computer programmingDDC classification: 794.8151 ROL
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.8151 ROL (Browse shelf(Opens below)) 1 Available 081858

Enhanced descriptions from Syndetics:

How often have you heard anyone can design a game? This work introduces both students and experienced developers to the craft of designing computer and video games for the retail market. Filled with examples and worksheets, it takes an accessible, practical approach to creating fun, innovative, and highly playable games.

Includes bibliography, index

Table of contents provided by Syndetics

  • Introduction
  • I The Elements of Game Design
  • 1
  • The Anatomy of Game Design
  • Documenting the Design
  • Anatomy of a Game Designer
  • Putting It Together
  • 2 Game Concepts
  • Getting an Idea
  • The Elements of a Game
  • Understanding Your Audience
  • The Genres of Interactive Entertainment
  • The Types of Game Machines
  • Motivations That Influence Design
  • Game Concept Worksheet
  • Putting It Together
  • 3 Game Settings and Worlds
  • The Purpose of a Game Setting
  • The Dimensions of a Game World
  • Realism and Abstraction
  • The Save-Game Issue
  • Putting It Together
  • 4 Storytelling and Narrative
  • Stories in Games
  • The Story Vehicle
  • Storytelling and Narrative Worksheet
  • Putting It Together
  • 5 Character Development
  • Art-Driven Character Design
  • Story-Driven Character Design
  • Character Development Worksheet
  • Putting It Together
  • 6 Creating the User Experience
  • What Is the User Experience?
  • The Human-Computer Interface
  • Components of the User Experience
  • User Interface Worksheet
  • Putting It Together
  • 7 Gameplay
  • Use of Language
  • Defining Gameplay
  • Gameplay Worksheet
  • Putting It Together
  • 8 The Internal Economy of Games and Game Balancing
  • What Is Game Balance?
  • Static Balance
  • Dynamic Balance
  • Tools for Balancing
  • Internal Economy Worksheet
  • Putting It Together
  • II The Genres of Games
  • 9 Action Games
  • Action Game Genres
  • Design Elements
  • Special Design Considerations for Action Games
  • Action Game Worksheet
  • Putting It Together
  • 10 Strategy Games
  • The Common Elements of Strategy Games
  • Strategy Game Worksheet
  • Putting It Together
  • 11 Role-Playing Games
  • The Common Elements of Role-Playing Games
  • CRPG Worksheet
  • Putting It Together
  • 12 Sports Games
  • The Common Elements of Sports Games
  • Special Design Issues for Sports Games
  • Sports Game Worksheet
  • Putting It Together
  • 13 Vehicle Simulations
  • The Common Elements of Vehicle Simulations
  • Other Vehicles
  • Special Design Considerations for Vehicle Simulations
  • Vehicle Simulation Worksheet
  • Putting It Together
  • 14 Construction and Management Simulations
  • The Common Elements of CMSs
  • Special Design Considerations for CMSs
  • Construction and Management Simulation Wrksheet
  • Putting It Together
  • 15 Adventure Games
  • What Is an Adventure Game?
  • The Common Elements of Adventure Games
  • User Interface Design
  • Special Design Considerations
  • Adventure Game Worksheet
  • Putting It Together
  • 16 Artificial Life, Puzzle Games, and Other Genres
  • Artificial Life Games
  • Puzzle Games
  • Games for Girls
  • Putting It Together
  • 17 Online Games
  • Advantages of Online Games
  • Disadvantages of Online Games
  • Design Issues for Online Gaming
  • Persistent Worlds
  • Putting It Together
  • 18 The Future of Gaming
  • Gaming Hardware
  • The Future of Game Programming
  • Game Genres
  • Broadband Networking
  • The Distant Future
  • Interactive Entertainment as an Art Form
  • A Few Final Words
  • III Appendixes
  • Appendix A Sample Design Documents
  • Creating and Using Design Documents
  • The High-Concept Document
  • The Game Treatment
  • The Design Script
  • Appendix B Bibliography
  • Game Design
  • Game Theory
  • History and Sociology of Video Games
  • Architecture and Graphic Design
  • Writing and Narrative
  • Index

Reviews provided by Syndetics

Library Journal Review

Video games have graduated from child's play to big business, so acquiring one or two creation guides is a good idea. Suitable for libraries serving beginning to intermediate users, gmax and Level explain how to use the free gmax editor to create new elements ("mods") for existing games. While Level strictly focuses on building new levels for first-person shooter multiplayer games, gmax discusses creating both levels and characters, with examples of models for many popular games; its CD-ROM includes gmax 1.2, a trial of Paint Shop Pro 7, and projects and images from the book. Level's CD-ROM also contains gmax 1.2, in addition to a trial of Photoshop 7, finished files, a discussion of what makes fun and useful game levels, and a chapter on careers in the game industry. Business and Legal helps those launching a game design company, covering from financing and staffing to protecting intellectual property and licensing work. Though specialized, this guide contains invaluable content for game developers and start-ups; appropriate for large public libraries and university libraries supporting design programs. Also for large libraries, Online Games builds on the growing popularity of the genre, discussing the process of proposing and designing as well as pitfalls and lessons for design teams. Case studies and interviews add real-world credence, and an appendix provides a useful online world time line. For intermediate to advanced designers, On Game Design discusses the process of turning an idea into a playable and marketable game. A great example-filled resource, it encourages designers to think about the different ways that games appeal to players, important gaming elements, and the psychology behind various games' success; for large libraries. (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

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