GAME DESIGN PERSPECTIVES 2002 Softcover with CD FREE Shipping |
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PERSPECTIVES
" Gain insightful tips and techniques from a variety of game designers Explore design issues for a variety of genres and platforms Learn new ideas for character and story development Investigate how to manage a game development business " " ON THE CD-ROM " Contents Preface PART 1 DESIGN DOCUMENTS 1.0 Introduction 1.1 Writing Effective Design Treatments 1.2 Online Design Documents 1.3 Writing the Adventure Game 1.4 The Designer's Best Friends 1.5 When Good Design Goes Bad PART 2 GAME DESIGN THEORY 2.0 Introduction 2.1 World Building: From Paper to Polygons 2.2 Balancing Gameplay Hooks 2.3 Meaningful Game Mechanics 2.4 Know Your Meta-Game 2.5 Pros and Cons of Hit Point Systems 2.6 Alternatives to Numbers in Game Design Models 2.7 Increasing Challenge without Frustrating Players 2.8 Nine Trade-Offs of Game Design 2.9 Pacing in Action Games 2.10 Adapting Licensed Properties 2.11 Warning Signs of Faulty Game Design 2.12 Elements of Level Design PART 3 USER INTERFACES 3.0 Introduction 3.1 Six Principles of Users Interaction 3.2 Breaking the Looking Glass: Designing Users Interfaces 3.3 Camera Control Systems for 3D Games 3.4 Learning Artistic Articulation without Reinventing the Wheel 3.5 The Game Save PART 4 GENRES AND PLATFORMS 4.0 Introduction 4.1 Turn-Based Game Design 4.2 Wireless Game Design 4.3 Designing Gameplay for Interactive Television 4.4 Memory-Friendly Design for Small Platforms 4.5 Online Interactive Patterns 4.6 Special Issues in Multiplayer Game Design 4.7 Online Persistence in Game Design PART 5 CHARACTERS AND STORYTELLING 5.0 Introduction 5.1 Storytelling in Computer Games 5.2 Show and Tell: Applying Screenwriting Techniques 5.3 Comedy in Games 5.4 Storytelling in Level-Based Game Design PART 6 THE USER COMMUNITY 6.0 Introduction 6.1 But What If the Player is Female? 6.2 Designing for Online Community 6.3 Character Interaction Outside the Game World 6.4 Utilizing the Consumer-Making the Most of Modding 6.5 Following Up after the Game is Released: It's Not over 6.6 Games for Young Children PART 7 MANAGING & GAME DEVELOPMENT BUSINESS 7.0 Introduction 7.1 Building (and Keeping) a Great Game Development Team 7.2 Showing Publishers What They Want to See 7.3 Introduction to Contract Negotiation 7.4 Negotiating a Freelance Game Design Contract 7.5 Keeping Your Team Motivated 7.6 Managing External Development Teams: Hand Me the Remote 7.7 Total Quality Control in Game Development 7.8 Using Focus Groups to Proof Design Ideas Appendix A: About The CD-ROM Index " This book is in very good condition with only minor wear. |
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