Produktbild: Rogers, S: Level Up! The Guide to Great Video Game Design

Rogers, S: Level Up! The Guide to Great Video Game Design

42,99 €

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

09.05.2014

Verlag

John Wiley & Sons Inc

Seitenzahl

552

Maße (L/B/H)

2,5/18,9/23,5 cm

Gewicht

928 g

Farbe

Orange / Tabak

Auflage

2. Auflage

Sprache

Englisch

ISBN

978-1-118-87716-6

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

09.05.2014

Verlag

John Wiley & Sons Inc

Seitenzahl

552

Maße (L/B/H)

2,5/18,9/23,5 cm

Gewicht

928 g

Farbe

Orange / Tabak

Auflage

2. Auflage

Sprache

Englisch

ISBN

978-1-118-87716-6

EU-Ansprechpartner

Zeitfracht Medien GmbH
Ferdinand-Jühlke-Straße 7
99095 Erfurt
DE
produktsicherheit@zeitfracht.de

Herstelleradresse

Wiley & Sons
1 Oldlands Way
PO22 9NQ Bognor Regis
GB
trade@wiley.com

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  • Produktbild: Rogers, S: Level Up! The Guide to Great Video Game Design
  • INTRODUCTION
     
    Press Start! 1
     
    If You Are Anything Like Me 1
     
    No, You Can't Have My Job 3
     
    Who Is This Book For? 4
     
    Why a Second Edition? 6
     
    LEVEL 1 Welcome, N00bs! 7
     
    A Brief History of Video Games 10
     
    The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens 14
     
    Game Genres 16
     
    Who Makes This Stuff ? 17
     
    Programmer 18
     
    Artist 19
     
    Designer 20
     
    Producer 20
     
    Tester 21
     
    Composer 22
     
    Sound Designer 23
     
    Writer 23
     
    Have You Thought about Publishing? 25
     
    Product Manager 25
     
    Creative Manager 25
     
    Art Director 26
     
    Technical Director 26
     
    Marketing Team 26
     
    And the Rest 26
     
    LEVEL 2 Ideas 29
     
    Ideas: Where to Get Them and Where to Stick Them 30
     
    Getting Ahead of the Game 32
     
    What Do Gamers Want? 35
     
    Brainstorming 36
     
    Breaking Writer's Block 38
     
    Why I Hate "Fun" 40
     
    LEVEL 3 Writing the Story 43
     
    Once Upon a Time 43
     
    The Triangle of Weirdness 50
     
    A Likely Story 52
     
    Time to Wrap It Up 55
     
    A Game by Any Other Name 56
     
    Creating Characters Your Players Care About 58
     
    A Few Pointers on Writing for Kids of All Ages 62
     
    Writing for Licenses 62
     
    LEVEL 4 You Can Design a Game, but Can You Do the Paperwork? 65
     
    Writing the GDD, Step 1: The One-Sheet 68
     
    ESRB Ratings 69
     
    Unique Selling Points 70
     
    Competitive Products 70
     
    Writing the GDD, Step 2: The Ten-Pager 71
     
    The Rule of Threes 72
     
    The Ten-Pager Outline 73
     
    Page 1: Title Page 73
     
    Page 2: Game Outline 73
     
    Page 3: Character 74
     
    Page 4: Gameplay 75
     
    Page 5: Game World 76
     
    Page 6: Game Experience 76
     
    Page 7: Gameplay Mechanics 77
     
    Page 8: Enemies 79
     
    Page 9: Multiplayer and Bonus Materials 80
     
    Page 10: Monetization 80
     
    Writing the GDD, Step 3: Gameplay Progression 81
     
    Writing the GDD, Step 4: The Beat Chart 82
     
    Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) 85
     
    Writing the GDD, Step 6: Above All, Don't Be a Jerk 89
     
    LEVEL 5 The Three Cs, Part 1: Character 93
     
    Who Do You Want To Be Today? 94
     
    Personality: Do We Really Need Another Kratos? 96
     
    Let's Get Personal 98
     
    Using All the Parts 102
     
    Games Without Characters 103
     
    We Are Not Alone 104
     
    When More Is More 107
     
    Who Are the People in Your Neighborhood? 109
     
    Finally, We Talk About Gameplay 111
     
    Metrics for Non-Characters 114
     
    Be Kind to Our Four-Legged Friends 114
     
    Why Walk When You Can Run? 114
     
    The Art of Doing Nothing 119
     
    Might as Well Jump 120
     
    Hoists and Teeters 124
     
    What Goes Up Must Fall Down 125
     
    Me and My Shadow 126
     
    The Water's Fine or Is It? 127
     
    LEVEL 6 The Three Cs, Part 2: Camera 131
     
    Get It Right: Camera Views 132
     
    First Person Camera 136
     
    Third Person Camera 138
     
    Giving Up Control 142
     
    So You've Decided to Let the Player Control the Camera 142
     
    So You've Decided Not to Let the Player Have Control over the Camera 144
     
    So You've Decided to Let Players Sometimes Have Control over the Camera 145
     
    Two and a Half D 145
     
    Isometric Camera 146
     
    Top-Down Camera 148
     
    AR Cameras 149