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Fundamentals of Game Design
Ernest Adams
Andrew Rollings

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

  • Offers a thorough, practical instruction in the principles of video game design
  • Includes annotated templates for several of the types of design documents that professionals use in the game industry.
  • Cohesive format with the first half of the book introducing the general principles and practice of design and the second half examining how those principles apply to each of the major genres of video games.
  • References to the latest cutting-edge research from some of the top names in the game industry.
  • Includes chapters on level design, on-line games, and interactive storytelling, areas often missed by other texts.
  • Aimed directly at students who are creating their own video game designs in a classroom setting.
  • Written in readable and unambiguous language, with numerous examples taken from some of the greatest games ever created.
  • Draws on the authors’ years of experience as industry professionals.


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



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Adams & Rollings
©2007  |  Prentice Hall  |  Software  |  Instock
ISBN-10: 0131878522  |  ISBN-13: 9780131878525

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