|GAME DESIGN PERSPECTIVES
2002 Softcover with CD
" Gain insightful tips and techniques from a variety of game designers
Explore design issues for a variety of genres and platforms
Learn new ideas for character and story development
Investigate how to manage a game development business "
" ON THE CD-ROM
PART 1 DESIGN DOCUMENTS
1.1 Writing Effective Design Treatments
1.2 Online Design Documents
1.3 Writing the Adventure Game
1.4 The Designer's Best Friends
1.5 When Good Design Goes Bad
PART 2 GAME DESIGN THEORY
2.1 World Building: From Paper to Polygons
2.2 Balancing Gameplay Hooks
2.3 Meaningful Game Mechanics
2.4 Know Your Meta-Game
2.5 Pros and Cons of Hit Point Systems
2.6 Alternatives to Numbers in Game Design Models
2.7 Increasing Challenge without Frustrating Players
2.8 Nine Trade-Offs of Game Design
2.9 Pacing in Action Games
2.10 Adapting Licensed Properties
2.11 Warning Signs of Faulty Game Design
2.12 Elements of Level Design
PART 3 USER INTERFACES
3.1 Six Principles of Users Interaction
3.2 Breaking the Looking Glass: Designing Users Interfaces
3.3 Camera Control Systems for 3D Games
3.4 Learning Artistic Articulation without Reinventing the Wheel
3.5 The Game Save
PART 4 GENRES AND PLATFORMS
4.1 Turn-Based Game Design
4.2 Wireless Game Design
4.3 Designing Gameplay for Interactive Television
4.4 Memory-Friendly Design for Small Platforms
4.5 Online Interactive Patterns
4.6 Special Issues in Multiplayer Game Design
4.7 Online Persistence in Game Design
PART 5 CHARACTERS AND STORYTELLING
5.1 Storytelling in Computer Games
5.2 Show and Tell: Applying Screenwriting Techniques
5.3 Comedy in Games
5.4 Storytelling in Level-Based Game Design
PART 6 THE USER COMMUNITY
6.1 But What If the Player is Female?
6.2 Designing for Online Community
6.3 Character Interaction Outside the Game World
6.4 Utilizing the Consumer-Making the Most of Modding
6.5 Following Up after the Game is Released: It's Not over
6.6 Games for Young Children
PART 7 MANAGING & GAME DEVELOPMENT BUSINESS
7.1 Building (and Keeping) a Great Game Development Team
7.2 Showing Publishers What They Want to See
7.3 Introduction to Contract Negotiation
7.4 Negotiating a Freelance Game Design Contract
7.5 Keeping Your Team Motivated
7.6 Managing External Development Teams: Hand Me the Remote
7.7 Total Quality Control in Game Development
7.8 Using Focus Groups to Proof Design Ideas
Appendix A: About The CD-ROM
This book is in very good condition with only minor wear.
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