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Game Design Theory & Practices

Game Design Theory & Practices

          
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About the Book

“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.”— Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text. Follow the entire game development process, from brainstorming a game idea and establishing the focus to getting the game play working and play testing. Learn the techniques of top game designers through in-depth interviews: Doug Church, Thief, System Shock, Ultima Underworld Chris Crawford, Balance of Power, Eastern Front (1941) Ed Logg, Asteroids, Centipede, Gauntlet Jordan Mechner, Prince of Persia, Karateka, The Last Express Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg! Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall, Zork Zero Will Wright, SimCity, The Sims Learn how to most effectively document your game ideas. Includes the full design document for the action-horror game The Suffering. Richard Rouse III is design director at Surreal Software, a Midway Home Entertainment studio. Most recently, he was project lead, lead designer, and writer on the action-horror game The Suffering. His credits also include Drakan: The Ancients’ Gates, Centipede 3D, Damage Incorporated, and Odyssey: The Legend of Nemesis. Rouse has written about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Develop, Gamasutra, MyVideoGames.com, and Inside Mac Games, and has spoken on game development numerous times at the Electronic Entertainment Expo.

Table of Contents:
Chapter 1: What Players Want Chapter 2: Interview: Sid Meier Chapter 3: Brainstorming a Game Idea: Gameplay, Technology and story Chapter 4: Game Analysis: Centipede Chapter 5: Focus Chapter 6: Interview : Es Logg Chapter 7: The Elements of Gameplay Chapter 8: Game Analysis: Tetris Chapter 9: Artificial Intelligence Chapter 10: Interview : Steve Meretzky Chapter 11: Storytelling Chapter 12: Game Analysis: Loom Chapter 13: Multi-Player Chapter 14: Interview: Chris Crawford Chapter 15: Getting the Gameplay Working Chapter 16: Game Analysis : Myth: The Fallen Lords Chapter 17: Game Development Documentation Chapter 18: Interview: Jordan Mechner Chapter 19: The Design Document Chapter 20: Game Analysis: The Sims Chapter 21: Designing Design Tools Chapter 22: Interview: Will Wright Chapter 23: Level Design Chapter 24: Game Analysis: Grand Theft Auto III Chapter 25: Playtesting Chapter 26: Interview: Doug Church Appendix A: Sample Design Document: Atomic Sam Appendix B: Sample Design Document: The Suffering


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Product Details
  • ISBN-13: 9788183331937
  • Publisher: Bpb Publicatons
  • Publisher Imprint: BPB Publications
  • Edition: 2
  • ISBN-10: 8183331939
  • Publisher Date: 2007
  • Binding: Paperback
  • Language: English

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