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

Level Up! The Guide to Great Video Game Design

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Beschreibung

Produktdetails

Verkaufsrang

34182

Einband

Taschenbuch

Erscheinungsdatum

25.11.2024

Verlag

John Wiley & Sons

Seitenzahl

575

Maße (L/B/H)

18,6/23,5/3,3 cm

Gewicht

1100 g

Auflage

3. Auflage

Sprache

Englisch

ISBN

978-1-394-29876-1

Beschreibung

Produktdetails

Verkaufsrang

34182

Einband

Taschenbuch

Erscheinungsdatum

25.11.2024

Verlag

John Wiley & Sons

Seitenzahl

575

Maße (L/B/H)

18,6/23,5/3,3 cm

Gewicht

1100 g

Auflage

3. Auflage

Sprache

Englisch

ISBN

978-1-394-29876-1

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: GPSR Kontakt

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  • Produktbild: Level Up! The Guide to Great Video Game Design
  • Foreword xxiii

    Introduction Press Start! xxv

    No, You Can't Have My Job xxviii

    Who is This Book For? xxx

    Level 1 Welcome N00bs! 1

    A (Somewhat) Brief History of Video Games 4

    The Brave New World of Gaming: Mobiles, Online Distribution and Touchscreens 9

    What's the Difference Between AAA and Indy? 10

    Game Genres 11

    Who Makes This Stuff? 14

    Programmer 15

    Artist 15

    Designer 17

    Producer 17

    Tester 18

    Composer 19

    Sound Designer 21

    Narrative Designer/Writer 22

    Community Manager 23

    Have You Thought About Publishing? 23

    Product Manager 23

    Creative Manager 23

    Art Director 24

    Technical Director 24

    Marketing Team 24

    And the Rest 25

    Level 2 Ideas 27

    Ideas: Where to Get Them and Where to Stick Them 27

    Getting Ahead of the Game 30

    What Do Gamers Want? 33

    Brainstorming 34

    Breaking Writer's Block 37

    Why I Hate "Fun" 38

    Level 3 Writing the Story 43

    Once Upon a Time 44

    Narrative Design 47

    Anything is Gameplay 50

    The Triangle of Weirdness 51

    A Likely Story 53

    Time to Wrap It Up 56

    A Note About "Lore" 57

    A Game by Any Other Name 59

    Creating Characters Your Players Care About 61

    Games Are About Everyone 66

    A Few Pointers on Writing for Kids of All Ages 67

    Writing for Licenses 68

    Level 4 You Can Design a Game, but Can You Do the Paperwork? 71

    The Game Design Document 73

    Game Design Document (again) 74

    Writing the GDD, Step 1: The One-Sheet 75

    ESRB Ratings 77

    The Core Loop 78

    Unique Selling Points 79

    Competitive Products 79

    Writing the GDD, Step 2: The Ten-Pager 79

    The Rule of Threes 81

    The Ten-Pager Outline 81

    Writing the GDD, Step 3: The Beat Chart 88

    Writing the GDD, Step 4: The Game Design Document 90

    Writing the GDD, Step 4 1: Now, Unlearn What You Have Learned 91

    Writing the GDD, Step 5: Be Responsible 94

    Writing the GDD, Step 6 - Other Game Genres 96

    Role-Playing Games 96

    Real-Time Strategy Games 97

    First-Person Shooters 98

    Battle Royale 99

    Match Three Games 100

    Sports Games 101

    Level 5 The Three Cs, Part 1: Character 103

    Who Do You Want to Be Today? 104

    Personality: Do We Really Need Another Kratos? 105

    Let's Get Personal 108

    Using All the Parts 112

    Games Without Characters 113

    We Are Not Alone 114

    When More Is More 117

    Who Are the People in Your Neighborhood? 119

    Finally, We Talk About Gameplay 121

    Metrics for Other Player Types 124

    Why Walk When You Can Run? 124

    The Art of Doing Nothing 128

    Might as Well Jump 129

    Hoists and Teeters 133

    What Goes Up Must Fall Down 134

    Me and My Shadow 135

    The Water's Fine or Is It? 136

    Level 6 The Three Cs, Part 2: Camera 139

    Get It Right: Camera Views 139

    First-Person Camera 144

    Virtual Reality 146

    Third Person Camera 147

    Giving Up Control 150

    So, You've Decided to Let the Player Control the Camera 151

    So, You've Decided Not to Let the Player Have Control over the Camera 152

    So, You've Decided to Let Players Sometimes Have Control over the Camera 154

    Two and a Half d 154

    Isometric Camera 154

    Top-Down Camera 156

    AR Cameras 157

    Special Case Cameras 157

    Tunnel Vision 158

    Camera Shot Guide 158

    Camera Angle Guide 161

    Camera Movement Guide 162

    Other Camera Notes 165

    Always Point the Camera to the Objective 166

    Never Let the Character Get out of the Camera's Sight 166

    Multiple-Player Cameras 167

    Level 7 The Three Cs, Part 3: Controls 171

    Control Is in Your Hand 172

    You've Got the Touch 175

    Dance, Monkey, Dance 177

    Poetry in motion 180

    All the right moves 182

    Character or Camera Relative? 183

    Shake, Rattle, and Roll 185

    Level 8 Sign Language: UI, HUD, and Icon Design 189

    How to Create UI 191

    Heads Up! 192

    Health Bar 193

    Targeting Reticule 194

    Ammo Gauge 195

    Inventory 196

    Score/Experience 196

    Positive Messaging 197

    Money/Resources 198

    Radar/Map 198

    Context-Sensitive Prompts 200

    Timer 201

    Player Name/Portrait 201

    The Clean Screen 202

    Iconography 203

    Creating Icons for Mobile Games 206

    Don't Get QTE 208

    HUDs and Where to Stick 'Em 210

    There Are Other Screens Than the HUD 211

    Starting with the Start Screen 211

    Let's Pause (Screen) for a Moment 213

    Let Me Load (Screen) that For You 216

    Getting in Control 217

    What's the Score? 218

    The Rest of the Stuff 219

    A Final Word on Fonts 219

    Game Over 220

    Wrapping it up 221

    Level 9 Everything I Learned About Level Design, I Learned from Level 9 223

    The Top 10 Cliché Video Game Themes 226

    The Name Game 232

    Everything I Learned About Level Design, I Learned from Disneyland 234

    Mapping the World 235

    Foreshadowing 236

    Goal Setting 237

    Following Procedure 239

    You've Got the Beat 240

    Re-using Re-use 243

    The Gary Gygax Memorial Mapping Section 243

    Sandbox Play 246

    Illusional Narrative 249

    The Dave Arneson Memorial Mapping Section 250

    Wrapping Up Mapping 261

    Gray Matters 264

    Let's Get Fighty 266

    Leave the Training Level for Last 266

    Levels without Characters 267

    Level 10 The Elements of Combat 269

    400 Quatloos on the Newcomer! 271

    Put 'Em Up! 274

    And a One and a Two 278

    The Big Finish 280

    Live by the Sword 282

    Now You Have to Kiss Me 285

    Let's Get Defensive 285

    Dodging the Bullet 288

    On Guarding 289

    Watch Out! 289

    State of the Art Bang Bang 293

    The Best Gun for You 298

    Run and Gun 302

    Not Just Shooting 305

    Dang it, Jones! Where Doesn't It Hurt? 309

    Death: What Is It Good For? 311

    Conflict Without Combat 313

    Level 11 They All Want You Dead 317

    Sizing Up the Enemy 319

    Bad Behavior 320

    How Rapid is Rapid? 324

    Movement Style 327

    Bring on the Bad Guys 329

    I Love Designing Enemies 338

    I Hate You to Pieces 340

    Non-Enemy Enemies 342

    How to Create the World's Greatest Boss Battle 343

    Who's the Boss? 344

    Size Matters 346

    Location, Location, Location 350

    Why Not to Create the World's Greatest Boss Battle 352

    Level 12 The Nuts and Bolts of Mechanics 355

    The Mechanics of Mechanics 355

    Other Types of Mechanics 359

    Match Three Mechanics 359

    Racing Game Mechanics 361

    Holy Death Trap! 362

    What I Learned from Making Kids Cry 365

    Time to Die 366

    The Music of Mechanics 369

    Chip Off the Old Block 372

    A Nice Little Calm Spot 375

    Riddle Me This 376

    Puzzle Me That 380

    Minigames and Microgames 382

    Level 13 Now You're Playing with Power 385

    Powering Up 385

    "Love Thy Player" 392

    Seriously "Love Thy Player" 394

    More Wealth Than You Can Imagine! 395

    High Score 398

    Achievements 399

    Money! Money! Money! 400

    Souvenirs 403

    Bonus Section about Bonus Features 404

    How to Win at Losing 407

    Level 14 Multiplayer-The More the Merrier 411

    How Many Is the Right Number? 416

    MMORPGS, or Hell Is Other People 417

    Designing Multiplayer Levels 422

    Planning Your Level 422

    Mapping Your Level 423

    Building Your Level 424

    The Dirty Half Dozen 424

    Level 15 Reality Check: VR, AR, XR, and Beyond 427

    Designing for VR 431

    Practically Unreal 433

    The Many Worlds of Virtual Reality 435

    Real Life, but Better 437

    Augment This 439

    The X Factor 440

    Reality Is the Best Virtual World 441

    The Happiest Places on Earth 442

    Level 16 Everybody Wins: Monetization and Marketing 445

    Back to Business 448

    Cashing In 449

    Money Is the Root of Something Something 451

    Designing It In 455

    Marketing: A Million Voices Yelling "Look at Me" 458

    Catch and Release 459

    Level 17 Some Notes on Music 463

    Pitch Perfect Design 464

    I Know It When I Hear It 465

    Music with Style 466

    And the Beat Goes On 467

    Sounds Like a Game to Me 470

    Orchestrating it all 474

    Level 18 No One's Going to Watch Them Anyway 477

    A Cut Above 478

    How to Write a Screenplay in Eight Easy Steps 480

    Finding Your Voice 483

    Level 19 The Play's the Thing 487

    Thinking in Systems 487

    A Delicate Balancing Act 492

    Emergence, Eschmergence 493

    Up to the Test 494

    Play's the Thing 495

    Level 20 And Now the Hard Part 499

    The Pitch 499

    No One Cares About Your Stupid Little World 502

    Who's Paying? 505

    Video Games Is a Haaaard Business 507

    When Reality Gets in the Way 507

    Vertical or Horizontal? 510

    Expectations of the Game Designer Position 513

    What to Do for an Encore? 514

    Level 21 Continue? 517

    Bonus Level 1 The One-Sheet Sample 519

    Bonus Level 2 The Ten-Page Design Document Sample 523

    Page 1: Title Page 524

    Page 2: Story and Gameplay 525

    Page 3: Character(s) and Controls 526

    Page 4: Gameplay Overview 527

    Page 5: Gameplay Overview (continued) 528

    Page 6: Gameplay Experience 529

    Page 7: Mechanics and Modes 530

    Page 8: Enemies and Bosses (If Applicable) 531

    Page 9: Expandability and Replay 532

    Page 10: Monetization 533

    Bonus Level 3 Game Design Document Template 535

    Cover 536

    Your Game's Title 536

    GDD Outline 537

    Bonus Level 4 High-Concept Pitch Presentation 543

    Slide 1: Title Page 543

    Slide 2: Company Profile 544

    Slide 3: Target Specs 545

    Slide 4: Game Story 545

    Slide 5: Game Features 546

    Slide 6: Gameplay Summary 547

    Slide 7: Gameplay Details 548

    Slide 8: Monetization and Download Strategy 549

    Slide 9: Production Specs 549

    Bonus Level 5 Playtest Questionnaire 551

    Bonus Level 6 Achievement Unlocked: Exactly Like Making Chili 553

    Index 555