Fundamentals of Game Design
ISBN-10: 0131687476
ISBN-13: 9780131687479
Publisher: Prentice Hall
Copyright: 2007
Format: Paper; 600 pp
Published: 09/13/2006
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Description
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.
Features
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.
Q. Do you cover topics such as user interface design, core mechanics, and storytelling?
A. Fundamentals of Game Design takes a comprehensive approach to the subject, teaching students to design all aspects of a video game: both the parts experienced by the player and the internal mechanisms that create the experience.
Q. Do students need to have any special software or hardware? Are there any pre-requisites?
A. Fundamentals of Game Design concentrates on the design of a game-playing experience; it is not about programming, art, or audio and as such, does not require any hardware or software. Students are assumed to have game playing experience, but otherwise there are no pre-requisites.
Q. What hands-on exercises are available?
A. Each chapter in Fundamentals of Game Design concludes with three different kinds of exercises. First is a series of multiple choice questions to test students’ understanding of the material. Next is a specific design exercise or case study for students to perform. The last exercise is a worksheet of open-ended questions intended to guide students’ thinking about their own game designs.
Other Points of Differentiation
Table of Contents
Preface
Part One: The Elements of Game Design
1: Games and Videogames
2: The Design Process
3: Game Concepts
4: Game Worlds
5: Creative and Constructive Play
6: Character Development
7: Storytelling and Narrative
8: Creating the User Experience
9: Gameplay
10: The Internal Economy of Games
11: Game Balancing
12: General Principles of Level Design
Part Two: The Genres of Games
13: Action Games
14: Strategy Games
15: Role-Playing Games
16: Sports Games
17: Vehicle Simulations
18: Construction and Management Simulations
19: Adventure Games
20: Artificial Life, Puzzle Games, and Other Genres
21: Online Games
22: The Future of Gaming
Appendix A: Sample Design Documents
Glossary
References
Adams & Rollings
©2007
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Prentice Hall
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Software
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Instock
ISBN-10: 0131878522 |
ISBN-13: 9780131878525
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