Fundamentals of Game Design

Voorkant
New Riders, 19 dec. 2013 - 576 pagina's

Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning.

This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

 

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Inhoudsopgave

1 Games and Video Games
1
2 Designing and Developing Games
31
3 The Major Genres
67
4 Understanding Your Player
81
5 Understanding Your Machine
103
6 Making Money from Your Game
113
7 Game Concepts
125
8 Game Worlds
137
12 Creating the User Experience
255
13 Gameplay
313
14 Core Mechanics
351
15 Game Balancing
403
16 General Principles of Level Design
439
17 Design Issues for Online Gaming
471
Glossary
501
References
527

9 Creative and Expressive Play
167
10 Character Development
181
11 Storytelling
207

Overige edities - Alles weergeven

Veelvoorkomende woorden en zinsdelen

Over de auteur (2013)

Ernest Adams: 22-year veteran of the video game industry as programmer, producer, game designer and design consultant. Founder of the International Game Developers’ Association. Successful Pearson author (New Riders Games and Prentice Hall) since 2003.

Bibliografische gegevens