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Game Design - Jim Thompson, Barnaby Berbank-Green, Nic Cusworth

Game Design

Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
Buch | Softcover
192 Seiten
2007
John Wiley & Sons Inc (Verlag)
978-0-471-96894-8 (ISBN)
CHF 68,15 inkl. MwSt
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Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.

Jim Thompson is Course Leader for undergraduate and postgraduate Games Design at the University of Central Lancashire, the main provider of design education in the northwest of England. He is also a Director of his own games company. Barnaby Berbank-Green has been a games designer for nearly 10 years and has worked on games such as "Sims 2 Mobile," "Need for Speed: Most Wanted," "System Rush," and many others. Nic Cusworth has worked on a number of published projects as a lead designer, including the award-winning "Final Fantasy VII: Dirge of Cerberus - Lost Episode" for cell phone, and the multimillion-selling "Croc" games for PlayStation.

Introduction. DESIGN THEORY. History (Jim Thompson). Shoot-'em-ups (Barnaby Berbank-Green). First person shooter (Jim Thompson). Platform games (Nic Cusworth). Strategy games (Jim Thompson). Puzzle games (Jim Thompson). Game structure types (Jim Thompson). Game structure case studies (Barnaby Berbank-Green). Single-player v. multiplayer (Barnaby Berbank-Green). Single-player/multiplayer case studies (Barnaby Berbank-Green). Platform-specific design (Nic Cusworth). Simulation and abstraction (Jim Thompson). 2D v. 3D (Barnaby Berbank-Green). 2D/3D case study (Barnaby Berbank-Green). Player viewpoints (Nic Cusworth). From real world to game world (Jim Thompson). Storytelling in games (Nic Cusworth). Cut scenes (Nic Cusworth). Motivation and objectives (Nic Cusworth). Players' roles (Nic Cusworth). Difficulty curves (Barnaby Berbank-Green). Three catchwords (Jim Thompson and Barnaby Berbank-Green). DESIGN PROCESS. Starting the design process (Jim Thompson). Design inspirations (Jim Thompson). Research and development (Jim Thompson). Gathering material (Jim Thompson). Developing the game concept (Jim Thompson). Developing character concepts (Jim Thompson). Developing the environment concept (Jim Thompson). Communication and writing (Jim Thompson). Detailed design spec (Jim Thompson). Level design (Jim Thompson. User interaction design (Jim Thompson and Barnaby Berbank-Green). Games editors (Jim Thompson). Game physics (Jim Thompson). Digital modeling (Jim Thompson). Digital modeling applications (Jim Thompson). Polygons and NURBs (Jim Thompson). Props and set-dressing (Jim Thompson). Texturing (Jim Thompson). Building characters (Jim Thompson). Audio design (Nic Cusworth). DESIGN PRODUCTION. Design production (Jim Thompson). Production realities (Jim Thompson). Tools of the trade (Barnaby Berbank-Green). Pre-production (Barnaby Berbank-Green). Prototyping (Barnaby Berbank-Green). Pitching ideas (Nic Cusworth). Bedroom coders (Barnaby Berbank-Green). Where to from here (Jim Thompson)? Resources. Glossary. Index. Credits.

Erscheint lt. Verlag 4.8.2008
Zusatzinfo col. Illustrations
Verlagsort New York
Sprache englisch
Maße 225 x 222 mm
Gewicht 683 g
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Informatik Weitere Themen Computerspiele
ISBN-10 0-471-96894-3 / 0471968943
ISBN-13 978-0-471-96894-8 / 9780471968948
Zustand Neuware
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