Level up!: the guide to great video game design
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Chichester
Wiley
2014
|
Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltstext Inhaltsverzeichnis |
Beschreibung: | XII, 535 S. Ill. 235 mm x 187 mm |
ISBN: | 1118877160 9781118877166 |
Internformat
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adam_text |
Titel: Level up!
Autor: Rogers, Scott
Jahr: 2014
Level Up!
The Guide to Great
Video Game Design
2nd Edition
Scott Rogers
WILEY
Contents
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, NOObs! 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 UP! THE GUIDE TO GREAT VIDEO GAME DESIGN, 2ND EDITION
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 4 3
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
TABLE OF C O N T E N T S VÜ
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 9 3
Who Do You Want To Be Today? 94
Personality: Do We Really Need Another Kratos? 96
Let's Get Personal 98
UsingAllthe 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 I l l
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 1 3 1
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
LEVEL UP! THE GUIDE TO GREAT VIDEO GAME DESIGN, 2ND EDITION
Top-Down Camera 148
AR Cameras 149
Special Case Cameras 149
Tunnel Vision 150
Camera Shot Guide 150
Camera Angle Guide 153
Camera Movement Guide 154
Other Camera Notes 157
Always Point the Camera to the Objective 158
Never Let the Character Get out of the Camera's Sight 159
Multiple-Player Cameras 159
LEVEL 7
The Three Cs, Part 3 : Controls 1 6 3
Control Is in Your Hand 164
You've Got the Touch 167
Dance, Monkey, Dance 169
Character or Camera Relative? 175
Shake, Rattle, and Roll 177
LEVEL 8
Sign Language: H U D and Icon Design 1 8 1
Heads Up! 181
Health Bar 182
Targeting Reticule 183
Ammo Gauge 184
Inventory 185
Score/Experience 185
Positive Messaging 186
Radar/Map 187
Context-Sensitive Prompts 188
The Clean Screen 190
Icon Has Cheezburger? 191
Creating Icons for Mobile Games 194
Don't Get QTE 196
HUDs and Where to Stick'Em 198
There Are Other Screens Than the HUD 199
A Final Word on Fonts 207
-inn .
TABLE OF C O N T E N T S ix
LEVEL 9
Everything I Learned About Level Design, I Learned
from Level 9 2 0 9
The Top 10 Cliche Video Game Themes 212
The Name Game 218
Everything I Learned About Level Design, I Learned from Disneyland 220
Mapping the World 221
Foreshadowing 222
Goal Setting 223
Following Procedure 225
You've Got the Beat 227
Re-using Re-use 229
The Gary Gygax Memorial Mapping Section 230
Sandbox Play 233
Illusional Narrative 236
The Dave Ameson Memorial Mapping Section 237
Wrapping Up Mapping 248
Gray Matters 251
Leave the Training Level for Last 253
Levels without Characters 254
LEVEL 10
The Elements of Combat 2 5 7
400 Quatloos on the Newcomer! 259
Put 'Em Up! 262
And a One and a Two 266
The Big Finish 268
Live by the Sword 270
Now You Have to Kiss Me '. 273
Let's Get Defensive 273
Dodging the Bullet 276
On Guarding 277
State of the Art Bang Bang 281
The Best Gun for You .286
Run and Gun 290
Not Just Shooting 293
Dang it, Jones! Where Doesn't It Hurt? 297
Death: What Is It Good For? 299
Conflict Without Combat 301
LEVEL UP! THE GUIDE TO GREAT VIDEO GAME DESIGN, 2ND EDITION
LEVEL 11
They All Want Y o u D e a d 3 0 5
Sizing Up the Enemy 307
Bad Behavior 308
How Rapid is Rapid? 313
Movement Style 316
Bring on the Bad Guys , 318
I Love Designing Enemies 327
The Alphabetical Bestiary of Choices 328
I Hate You to Pieces 337
Non-Enemy Enemies 341
How to Create the World's Greatest Boss Battle 342
Who's the Boss? 342
Size Matters 344
Location, Location, Location 349
Why Not to Create the World's Greatest Boss Battle 351
LEVEL 12
T h e Nuts and Bolts of Mechanics 3 5 3
The Mechanics of Mechanics 353
Holy Death Trap! 357
What I Learned from Making Kids Cry 360
Time to Die 361
The Music of Mechanics 364
Chip Off the Old Block 368
ANice Little Calm Spot 371
Riddle Me This .372
Puzzle Me That .375
Minigames and Microgames 377
LEVEL 13
Now You're Playing with Power 3 8 1
Powering Up 381
"Love Thy Player" 388
Seriously. "Love Thy Player." 390
More Wealth Than You Can Imagine! 391
High Score 394
Achievements 395
TABLB OF C O N T E N T S M
Money! Money! Money! 395
Souvenirs 399
Bonus Section about Bonus Features 400
How to Win at Losing 402
LEVEL 14
Multiplayer--The More the Merrier 4 0 5
How Many Is the Right Number? 410
MMORPGS, or Hell Is Other People 410
Designing Multiplayer Levels 415
Planning Your Level 415
Mapping Your Level 416
Building Your Level 417
The Dirty Half Dozen 418
LEVEL 15
Everybody Wins: Monetization 4 1 9
Cashing In 422
Money Is the Root of Something Something 423
LEVEL 16
Some Notes on Music 4 2 7
I Know It When I Hear It 429
Music with Style 430
And the Beat Goes On 431
Sounds Like a Game to Me 434
LEVEL 17
Cutscenes, or N o One's Gonna Watch 'Em Anyway 4 4 1
A Cut Above , 442
How to Write a Screenplay in Eight Easy Steps 444
Finding Your Voice 448
LEVEL 18
And Now the Hard Part 4 5 1
No One Cares About Your Stupid Little World 452
Who's Paying? 455
xii LEVEL UP! THE GUIDE TO GREAT VIDEO GAME DESIGN, 2ND EDITION
Video Games Is a Haaaard Business 456
When Reality Gets in the Way 457
Emergent, Vertical, or Horizontal? 459
What to Do for an Encore? 462
Continue?. . . . . . . . . . . . . . . . . . . . . . . . . , . . . . , , , , . , . , . . » 4 6 7
Time to Level Up! 467
BONUS LEVEL 1
The One-Sheet Sample, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 6 9
BONUS LEVEL 2
The Ten-Page Design Document Sample , , . . . . . . . . , . , , . , , . , 4 7 3
BONUS LEVEL 3
Game Design Document Template, . . . , . , . . . . , . . . . . . , . , . . . 4 8 5
BONUS LEVEL 4
The Medium-Sized List of Story Genres . . . . . . . . . . . . . . . . . . . . 4 9 3
BONUS LEVEL 5
Game Genres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 9 5
BONUS LEVEL 6
The Big List of Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0 3
BONUS LEVEL 7
Mechanics and Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0 7
BONUS LEVEL 8
Enemy Design. Template. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 509
BONUS LEVEL 9
Boss Design Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1 1
BONUS LEVEL 10
High-Concept Pitch Presentation. . . . . . . . . . . . . . . . . . . . . . . . . 5 1 3
BONUS LEVEL 11
Achievement Unlocked: Exactly Lite Making Cliili . . . . . . . . . . . . 5 2 1
Index. 523 |
any_adam_object | 1 |
author | Rogers, Scott |
author_facet | Rogers, Scott |
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author_sort | Rogers, Scott |
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building | Verbundindex |
bvnumber | BV041880714 |
classification_rvk | SU 500 |
ctrlnum | (OCoLC)906053352 (DE-599)DNB1050217292 |
discipline | Informatik |
edition | 2. ed. |
format | Book |
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spelling | Rogers, Scott Verfasser aut Level up! the guide to great video game design Scott Rogers 2. ed. Chichester Wiley 2014 XII, 535 S. Ill. 235 mm x 187 mm txt rdacontent n rdamedia nc rdacarrier Design (DE-588)4011510-0 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Videospiel (DE-588)4063465-6 s Design (DE-588)4011510-0 s DE-604 Erscheint auch als Online-Ausgabe, EPUB 978-1-118-87719-7 Erscheint auch als Online-Ausgabe, PDF 978-1-118-87721-0 X:MVB text/html http://deposit.dnb.de/cgi-bin/dokserv?id=4645542&prov=M&dok_var=1&dok_ext=htm Inhaltstext HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027324844&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Rogers, Scott Level up! the guide to great video game design Design (DE-588)4011510-0 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4063465-6 |
title | Level up! the guide to great video game design |
title_auth | Level up! the guide to great video game design |
title_exact_search | Level up! the guide to great video game design |
title_full | Level up! the guide to great video game design Scott Rogers |
title_fullStr | Level up! the guide to great video game design Scott Rogers |
title_full_unstemmed | Level up! the guide to great video game design Scott Rogers |
title_short | Level up! |
title_sort | level up the guide to great video game design |
title_sub | the guide to great video game design |
topic | Design (DE-588)4011510-0 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Design Videospiel |
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