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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010114896 | QA76.76.C672 A32 2007 | Open Access Book | Book | Searching... |
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Summary
Summary
For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
Reviews 1
Choice Review
This second edition (1st ed., 2006) of Fundamentals of Game Design, which is itself based on the classic Andrew Rollings and Ernest Adams on Game Design (2003), contains significant additions, ranging from coverage of Scrum agile development to recent innovations in user interfaces. Like its predecessor, this work by Adams, an independent game designer, instructor, and writer, focuses on the commercial application of game design instead of taking an academic or engineering approach. The book is formatted into two parts. The first covers game design fundamentals, while the second details special design considerations for each genre. Because of the dynamism of the video game industry, owners of the first edition will find that the updates justify a new purchase. Those new to game design, students, instructors, and industry professionals will find a wealth of information and invaluable tips. In addition, the publisher's Web site provides instructor resources to accompany the book. A familiarity with popular video games is strongly advised. Summing Up: Highly recommended. All levels of undergraduates, graduate students, and two-year technical program students in game design and development programs, researchers/faculty, and professionals/practitioners. A. Chen Cogswell Polytechnical College
Table of Contents
Came Design and Development Series Walk-Through | p. xiv |
Introduction | p. xvi |
About the Authors | p. xxii |
Acknowledgments | p. xxii |
Part 1 The Elements of Game Design | p. 1 |
Chapter 1 Games and Video Games | p. 3 |
What Is a Game? | p. 4 |
Conventional Games Versus Video Games | p. 17 |
How Video Games Entertain | p. 21 |
Summary | p. 31 |
Test Your Skills | p. 32 |
Chapter 2 Design Components and Processes | p. 36 |
Approaching the Task | p. 37 |
The Key Components of Video Games | p. 43 |
The Structure of a Video Game | p. 47 |
Stages of the Design Process | p. 52 |
Game Design Teams | p. 60 |
Documenting the Design | p. 62 |
Anatomy of a Game Designer | p. 66 |
Summary | p. 69 |
Test Your Skills | p. 70 |
Chapter 3 Game Concepts | p. 74 |
Getting an Idea | p. 75 |
From Idea to Game Concept | p. 78 |
The Player's Role | p. 79 |
Choosing a Genre | p. 80 |
Defining Your Target Audience | p. 83 |
Progression Considerations | p. 88 |
Types of Game Machines | p. 89 |
Summary | p. 92 |
Test Your Skills | p. 92 |
Chapter 4 Game Worlds | p. 97 |
What Is a Game World? | p. 98 |
The Purposes of a Game World | p. 98 |
The Dimensions of a Game World | p. 99 |
Realism | p. 124 |
Summary | p. 126 |
Test Your Skills | p. 126 |
Chapter 5 Creative and Expressive Play | p. 133 |
Self-Defining Play | p. 134 |
Creative Play | p. 137 |
Storytelling Play | p. 141 |
Game Modifications | p. 142 |
Summary | p. 143 |
Test Your Skills | p. 143 |
Chapter 6 Character Development | p. 148 |
The Goals of Character Design | p. 149 |
The Relationship Between Player and Avatar | p. 150 |
Visual Appearances | p. 156 |
Creating Character Depth | p. 165 |
Audio Design | p. 173 |
Summary | p. 175 |
Test Your Skills | p. 175 |
Chapter 7 Storytelling and Narrative | p. 181 |
Why Put Stories in Games? | p. 182 |
Key Concepts | p. 185 |
The Storytelling Engine | p. 192 |
Linear Stories | p. 194 |
Nonlinear Stories | p. 196 |
Granularity | p. 205 |
Mechanisms for Advancing the Plot | p. 205 |
Emotional Limits of Interactive Stories | p. 208 |
Scripted Conversations and Dialog Trees | p. 210 |
When to Write the Story | p. 213 |
Other Considerations | p. 214 |
Summary | p. 218 |
Test Your Skills | p. 219 |
Chapter 8 Creating the User Experience | p. 224 |
What Is the User Experience? | p. 225 |
Player-Centric Interface Design | p. 227 |
The Design Process | p. 232 |
Managing Complexity | p. 237 |
Interaction Models | p. 239 |
Perspectives | p. 241 |
Visual Elements | p. 248 |
Audio Elements | p. 256 |
Input Devices | p. 259 |
Navigation Mechanisms | p. 264 |
Allowing for Customization | p. 269 |
Summary | p. 270 |
Test Your Skills | p. 270 |
Chapter 9 Gameplay | p. 277 |
Making Games Fun | p. 278 |
The Hierarchy of Challenges | p. 280 |
Skill, Stress, and Difficulty | p. 286 |
Commonly Used Challenges | p. 289 |
Actions | p. 302 |
Saving the Game | p. 306 |
Summary | p. 310 |
Test Your Skills | p. 310 |
Chapter 10 Core Mechanics | p. 316 |
What Are the Core Mechanics? | p. 317 |
Key Concepts | p. 323 |
The Internal Economy | p. 331 |
Core Mechanics and Gameplay | p. 340 |
Designing the Core Mechanics | p. 342 |
Random Numbers and the Gaussian Curve | p. 349 |
Summary | p. 352 |
Test Your Skills | p. 352 |
Chapter 11 Game Balancing | p. 358 |
What Is a Balanced Game? | p. 359 |
Avoiding Dominant Strategies | p. 361 |
The Role of Chance | p. 367 |
Making PvP Games Fair | p. 368 |
Making PvE Games Fair | p. 372 |
Managing Difficulty | p. 373 |
Understanding Positive Feedback | p. 384 |
Other Balance Considerations | p. 389 |
Design to Make Tuning Easy | p. 390 |
Summary | p. 392 |
Test Your Skills | p. 392 |
Chapter 12 General Principles of Level Design | p. 398 |
What Is Level Design? | p. 399 |
Key Design Principles | p. 400 |
Layouts | p. 405 |
The Level Design Process | p. 416 |
Pitfalls of Level Design | p. 424 |
Summary | p. 427 |
Test Your Skills | p. 427 |
Part 2 The Genres of Games | p. 433 |
Chapter 13 Action Games | p. 435 |
What Are Action Games? | p. 436 |
Action Game Subgenres | p. 436 |
Game Features | p. 443 |
Summary | p. 462 |
Test Your Skills | p. 462 |
Chapter 14 Strategy Games | p. 468 |
What Are Strategy Games? | p. 469 |
Game Features | p. 470 |
Core Mechanics | p. 477 |
The Game World | p. 493 |
The Presentation Layer | p. 495 |
Artificial Opponents | p. 497 |
Summary | p. 500 |
Test Your Skills | p. 501 |
Chapter 15 Role-Playing Games | p. 507 |
What Are Role-Playing Games? | p. 508 |
Game Features | p. 510 |
Core Mechanics | p. 518 |
The Game World and Story | p. 528 |
The Presentation Layer | p. 532 |
Summary | p. 535 |
Test Your Skills | p. 536 |
Chapter 16 Sports Games | p. 542 |
What Are Sports Games? | p. 543 |
Game Features | p. 544 |
Core Mechanics | p. 551 |
The Game World | p. 557 |
The Presentation Layer | p. 560 |
Summary | p. 563 |
Test Your Skills | p. 564 |
Chapter 17 Vehicle Simulations | p. 571 |
What Are Vehicle Simulations? | p. 572 |
Game Features | p. 572 |
Core Mechanics | p. 576 |
Other Vehicles | p. 579 |
Intellectual Property Rights | p. 582 |
The Presentation Layer | p. 583 |
Summary | p. 589 |
Test Your Skills | p. 589 |
Chapter 18 Construction and Management Simulations | p. 595 |
What Are Construction and Management Simulations? | p. 596 |
Game Features | p. 596 |
Core Mechanics | p. 607 |
The Game World | p. 610 |
The Presentation Layer | p. 610 |
Summary | p. 612 |
Test Your Skills | p. 612 |
Chapter 19 Adventure Games | p. 618 |
What Are Adventure Games? | p. 619 |
Game Features | p. 622 |
The Presentation Layer | p. 639 |
Summary | p. 644 |
Test Your Skills | p. 645 |
Chapter 20 Artificial Life and Puzzle Games | p. 650 |
Artificial Life Games | p. 651 |
Puzzle Games | p. 659 |
Summary | p. 664 |
Test Your Skills | p. 665 |
Glossary | p. G1 |
References | p. R1 |
Index | p. I1 |