Making Great Games

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Author :
Publisher : CRC Press
ISBN 13 : 1136132384
Total Pages : 219 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Making Great Games by : Michael Thornton Wyman

Download or read book Making Great Games written by Michael Thornton Wyman and published by CRC Press. This book was released on 2012-11-12 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

Gameplay and Design

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Publisher : Pearson Education
ISBN 13 : 9780321204677
Total Pages : 378 pages
Book Rating : 4.2/5 (46 download)

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Book Synopsis Gameplay and Design by : Kevin Oxland

Download or read book Gameplay and Design written by Kevin Oxland and published by Pearson Education. This book was released on 2004 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covering the process of video game design, this title builds up a set of techniques used by designers within the industry. It explains how and why things are done the way they are, and features first-hand experiences, examples and case studies from the creators of successful games such as Peter Molyneux's 'Black and White'.

Level Up!

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Publisher : John Wiley & Sons
ISBN 13 : 0470970928
Total Pages : 515 pages
Book Rating : 4.4/5 (79 download)

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Book Synopsis Level Up! by : Scott Rogers

Download or read book Level Up! written by Scott Rogers and published by John Wiley & Sons. This book was released on 2010-09-29 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Making Great Games

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Author :
Publisher :
ISBN 13 : 9781282879775
Total Pages : 237 pages
Book Rating : 4.8/5 (797 download)

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Book Synopsis Making Great Games by :

Download or read book Making Great Games written by and published by . This book was released on 2010 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Games, Design and Play

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Publisher : Addison-Wesley Professional
ISBN 13 : 0134392221
Total Pages : 372 pages
Book Rating : 4.1/5 (343 download)

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Book Synopsis Games, Design and Play by : Colleen Macklin

Download or read book Games, Design and Play written by Colleen Macklin and published by Addison-Wesley Professional. This book was released on 2016-05-19 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!

The art of making games

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Author :
Publisher : Jorge Ps
ISBN 13 : 1387007416
Total Pages : 41 pages
Book Rating : 4.3/5 (87 download)

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Book Synopsis The art of making games by : Jorge Ps

Download or read book The art of making games written by Jorge Ps and published by Jorge Ps. This book was released on 2017-06-06 with total page 41 pages. Available in PDF, EPUB and Kindle. Book excerpt: #The @rt of making game$ Have you ever dream to make your own VideoGame?, then this book is for you. Everything related with this smart profession, that you need to know from the beginning till the end: 1. game engines 2. resources 3. programming languages 4. designing your first 2d game 5. publishing your game to the stores and much more ....

Game Design Secrets

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Publisher : John Wiley & Sons
ISBN 13 : 1118416465
Total Pages : 336 pages
Book Rating : 4.1/5 (184 download)

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Book Synopsis Game Design Secrets by : Wagner James Au

Download or read book Game Design Secrets written by Wagner James Au and published by John Wiley & Sons. This book was released on 2012-09-19 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit! This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture. Provides an overview of the most popular game platforms and shows how to design games for each Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets Offers an analysis of future trends that can open (or close) opportunities for game designers Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.

The Art of Producing Games

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Author :
Publisher : Course Technology
ISBN 13 :
Total Pages : 204 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis The Art of Producing Games by : David McCarthy

Download or read book The Art of Producing Games written by David McCarthy and published by Course Technology. This book was released on 2005 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essential reference for anyone wanting to work in the industry, or who is curious to know more about it.

Epiphanies, Theories, and Downright Good Thoughts...Made While Playing Video Games

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Publisher : iUniverse
ISBN 13 : 1462066607
Total Pages : 129 pages
Book Rating : 4.4/5 (62 download)

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Book Synopsis Epiphanies, Theories, and Downright Good Thoughts...Made While Playing Video Games by : J.C.L. Faltot

Download or read book Epiphanies, Theories, and Downright Good Thoughts...Made While Playing Video Games written by J.C.L. Faltot and published by iUniverse. This book was released on 2012 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: A lot of people play video games. A lot of people think they have good, even great, ideas. So what happens when these two worlds collide? Well, Epiphanies, Theories, and Downright Good Thoughts... tries to answer these questions for us. The video game industry has boomed into a monster of the consumer market and though we may not realize it, this unstoppable machine has left a fingerprint on the generation that has grown up playing them. And by fingerprint, we mean a giant freaking punch. So now, only now, we are beginning to see what years of video game-playing, sitting-in-front-of-the-tv-for hours, learning-to-use-surge-protectors has done to our future. One such pioneer who survived this dangerous time is our author, J.C.L. Faltot, who takes a serious, albeit sarcastic, look into the machine that is the video game monster. How video games have helped shape the market, touched the lives of those who play them, and defined people like Faltot for the rest of his life. For better or for worse. And perhaps in many ways (as you will find along Faltot's estranged journey) it's often a little bit of both.

Producing Games

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Author :
Publisher : CRC Press
ISBN 13 : 1136138781
Total Pages : 305 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Producing Games by : D S. Cohen

Download or read book Producing Games written by D S. Cohen and published by CRC Press. This book was released on 2012-09-10 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.

You Said This Would Be Fun

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Author :
Publisher :
ISBN 13 :
Total Pages : 288 pages
Book Rating : 4.6/5 (245 download)

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Book Synopsis You Said This Would Be Fun by : Jeff Warrender

Download or read book You Said This Would Be Fun written by Jeff Warrender and published by . This book was released on 2020-04-09 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good games don't emerge out of thin air. Game design is a craft, and as in any other craft, there are skills and knowledge, acquired through study and practice, that accelerate progress toward better games. You Said This Would Be Fun explores these skills, showing how great games exhibit qualities that designers of all experience levels can strive to emulate. There are many game design journeys -- that of the first-time designer with a fresh idea, the experienced designer looking for new approaches, the enthusiast seeking a deeper understanding of how games work -- and if you are on (or considering joining) any of these, this book will be a useful guide to help you along your way.

The Game Designer's Playbook

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Author :
Publisher : Oxford University Press
ISBN 13 : 0192584782
Total Pages : 401 pages
Book Rating : 4.1/5 (925 download)

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Book Synopsis The Game Designer's Playbook by : Samantha Stahlke

Download or read book The Game Designer's Playbook written by Samantha Stahlke and published by Oxford University Press. This book was released on 2022-07-14 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.

Distributed Game Development

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Publisher : Taylor & Francis
ISBN 13 : 1136135413
Total Pages : 233 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Distributed Game Development by : Tim Fields

Download or read book Distributed Game Development written by Tim Fields and published by Taylor & Francis. This book was released on 2012-11-12 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:

Swipe This!

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Publisher : John Wiley & Sons
ISBN 13 : 1119940532
Total Pages : 384 pages
Book Rating : 4.1/5 (199 download)

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Book Synopsis Swipe This! by : Scott Rogers

Download or read book Swipe This! written by Scott Rogers and published by John Wiley & Sons. This book was released on 2012-05-30 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems. Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design Swipe This! presents you with an in-depth analysis of popular tablet games and delivers a road map for getting started with tablet game design.

Understanding Kids, Play, and Interactive Design

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Publisher : CRC Press
ISBN 13 : 0429664834
Total Pages : 782 pages
Book Rating : 4.4/5 (296 download)

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Book Synopsis Understanding Kids, Play, and Interactive Design by : Mark Schlichting

Download or read book Understanding Kids, Play, and Interactive Design written by Mark Schlichting and published by CRC Press. This book was released on 2019-09-23 with total page 782 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds

Game Design Workshop

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Author :
Publisher : A K PETERS
ISBN 13 : 9781138098800
Total Pages : pages
Book Rating : 4.0/5 (988 download)

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Book Synopsis Game Design Workshop by : Tracy Fullerton

Download or read book Game Design Workshop written by Tracy Fullerton and published by A K PETERS. This book was released on 2018-08-14 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. -- Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California ------------------------------------------------------------------------------------------------------ This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don't radically alter the thing about the book that is great: a playcentric approach to game design. -- Colleen Macklin, Associate Professor, Parsons The New School for Design ------------------------------------------------------------------------------------------------------ Tracy Fullerton's Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use. -- Warren Spector, Studio Director, OtherSide Entertainment ------------------------------------------------------------------------------------------------------ "Create the digital games you love to play." Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition. Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design. Tracy Fullerton is an award-winning game designer and educator with over 20 years of professional experience, most recently winning the Games for Change Game of the Year Award for her independent game Walden, a game. She has also been awarded the 2016 GDC Ambassador Award, the 2015 Games for Change Game Changer Award, and the IndieCade 2013 Trailblazer award for her pioneering work in the independent games community. Tracy is a Professor of Interactive Media & Games at the USC School of Cinematic Arts and the Director of the USC Games Program, the #1 game design program in North America as ranked by the Princeton Review.

Game Development Patterns and Best Practices

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 178712696X
Total Pages : 383 pages
Book Rating : 4.7/5 (871 download)

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Book Synopsis Game Development Patterns and Best Practices by : John P. Doran

Download or read book Game Development Patterns and Best Practices written by John P. Doran and published by Packt Publishing Ltd. This book was released on 2017-04-27 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.