Description |
xi, 333 pages, 16 unnumbered pages of plates : illustrations ; 24 cm |
Contents |
Pt. I. Design DNA -- Ch. 1. Introduction to game design -- Ch. 2. Genre -- Ch. 3. Knowing your audience -- Ch. 4. Ideas and themes -- Ch. 5. Player motivation -- Ch. 6. Feedback and fulfilment -- Ch. 7. Rules and boundaries -- Ch. 8. Rewards and structure -- Ch. 9. Environment design -- Ch. 10. Educating the player -- Ch. 11. Stories and movies -- Ch. 12. Design pitfalls -- Ch. 13. Player punishment -- Ch. 14. Characters in computer games -- Ch. 15. Interface -- Ch. 16. Game balancing -- Ch. 17. The future of gaming -- Pt. II. Documenting the design -- Ch. 18. The creative process -- Ch. 19. The concept document -- Ch. 20. The design document -- Ch. 21. Tools of the trade -- Ch. 22. Anatomy of a game designer -- Ch. 23. The final stretch -- Ch. 24. How do I get in? |
Summary |
"The book is in two parts. The first discusses the components that make up gameplay using case studies and examples. The second goes through the stages of creating and formatting design documents, showing how to approach the industry to start or further your career." "Whether you are a student studying game design, a practitioner working in the industry or simply someone wanting to take your first steps in this area, this book will give you new insights on many aspects of game design that will prove invaluable for your ongoing or future career in game development."--BOOK JACKET |
Notes |
Formerly CIP. Uk |
Bibliography |
Includes bibliographical references and index |
Subject |
Computer games -- Programming.
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LC no. |
2003069503 |
ISBN |
0321204670 paperback |
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