Video game design: principles and practices from the ground up
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London
Fairchild Books
[2016]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | 270 Seiten Illustrationen (farbig) 27 cm |
ISBN: | 9781472567482 147256748X |
Internformat
MARC
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650 | 4 | |a Video games / Design | |
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Datensatz im Suchindex
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adam_text | PART 1: CULTURE, PLAY, AND GAMES
INTRODUCTION 6 CHAPTER ONE CHAPTER TWO
SO YOU WANT TO WORLD
BE A VIDEO GAME BUILDING 26
DESIGNER? 8
10 Rules and Formulas
12 Defining Games
14 Games Have Always Been
with Us
18 Game Culture
20 Interview: Adam
Saltsman, Game Maker
(Gravity Hook; 2008,
Canabalt; 2009)
24 Chapter Summary and
Discussion Points
28 When You Build a Game,
You Construct a Universe
30 The Field of Play
32 The Game Mechanic
32 The Rules of Play
36 The Outcomes of Play
37 The Objectives of Play
38 Player Resources and
Conflict
40 Case Study: Art Meets
Interactive Narrative
in Kentucky Route Zero
(KRZ)
44 Chapter Summary and
Discussion Points
£22ETJ
PART 2: GAME DESIGN
CHAPTER FOUR
UNDERSTANDING
THE MOTIVATIONS
FOR PLAY 64
CHAPTER FIVE
VIDEO GAMES ARE
EVENT-DRIVEN
EXPERIENCES 84
66 Player-focused Game
Design
67 Bartle’s Taxonomy of Play
70 The Big Five Personality
Traits
72 The Five Domains and
Player Motivation
74 Player Archetypes
76 Designing Ethical
Video Games
80 Interview: Brandon
Sheffield, Director,
Necrosoft Games
82 Chapter Summary and
Discussion Points
86 Experiences Come from
Emotions
90 Using the Game Mechanic
as an Emotional Trigger
94 Emotions Transmitted
through Story
96 Designing an Engaging
Experience over Time
98 Pacing
100 Arc, Scene, and Action
102 Case Study: Atmospheric
Exploration in Gone Home
106 Chapter Summary and
Discussion Points
CHAPTER THREE
VIDEO GAME
ANALYSIS 46
48 Thinking as a Game
Designer
49 Understanding Bias
52 Starting the Analysis
Process
5 3 Bias Informs the Mechanic
54 First Order Optimal
Strategies (FOOS)
56 Game Consistency
60 Interview: James
Portnow, CEO, Rainmaker
Games; Director, Games
for Good
62 Chapter Summary and
Discussion Points
PART 3: SYSTEMS AND DESIGNING WORLDS
PH-- ’ 1 ......... IKIHI
CHAPTER SIX CHAPTER SEVEN CHAPTER EIGHT CHAPTER NINE
PLANNING, CHARACTER BRINGING IT ALL THE ENGAGEMENT
PREPARATION, AND DESIGN 130 TOGETHER 152 ENGINE 176
PLAY-TESTING 108
110 The Preparation Phase 132 The Principles of Video 154 Level Design from the 178 Connecting Aesthetics
112 Player Numbers as Game Character Design Ground Up and Player Navigation
Mechanic 134 The Building Blocks of 158 Level Design Is 182 Sizing and Field of View
114 Initial Prototype Phase Character Design Storytelling 186 Wayfinding Systems
116 The Iteration Loop
118 Design Phase 1:
Fixing on the Visuals
120 Design Phase 2:
Character, Camera,
and Control Design
121 Production Testing
124 Practical Approaches
to Testing
126 Interview: Kate Craig,
Environment Artist
128 Chapter Summary and
Discussion Points
134 Personality and
Personification
136 Characters that Serve
a Purpose
140 Building the Character
144 Making the Character
Real
145 Non-player Characters
and Relationship Maps
146 Mood Boards and
Character Sheets
148 Interview: James Fox,
Director and Producer
150 Chapter Summary and
Discussion Points
160 Planning the Level
164 Bird’s Eye View and
Environment Flow
166 Plotting the Player Path
170 Case Study: Evolving
Gameplay with Gunpoint
174 Chapter Summary and
Discussion Points
188 Modular Models and
Textures
192 Silhouette Environment
Design
194 Choke Points and Strong
Points
196 Interview: Media
Molecule, Video Game
Company
198 Chapter Summary and
Discussion Points
CHAPTER TEN
KEEPING THEM
PLAYING 200
CHAPTER ELEVEN
INTERFACE
DESIGN
AND AUDIO
DESIGN 218
CHAPTER TWELVE
MONETIZATION,
COPYRIGHT, AND
INTELLECTUAL
PROPERTY 238
APPENDIX 256
202 Rewarding the Player
203 Designing Rewards
205 Intrinsic and Extrinsic
Rewards
206 Motivating by Design
208 Tutorials and Rewards
211 On-boarding
213 Smart Players and
Comfort Levels
214 Interview: Kenneth
Young, Head of Audio,
Media Molecule
216 Chapter Summary and
Discussion Points
220 Constrained Choices
222 Interface Design
224 Invisibility and Feedback
225 Interfaces Are
Communication
226 Interface Types
228 Mapping and Modes
229 Interface Overload
231 Audio Design
234 Interview: Tyson Steele,
User Interface Artist,
Epic Games
236 Chapter Summary and
Discussion Points
240 Getting Down to Business
241 Understanding
Monetization and
Funding
242 Publishers: A Catch-22
244 Going It Alone:
Self-funding and
Crowd-funding
246 Monetization Models
252 Copyright and
Intellectual Property
254 Conclusion:
Thanks for Playing
256 Further Resources
258 Common Industry Terms
260 Index
267 Picture Credits
270 Acknowledgments
|
any_adam_object | 1 |
author | Salmond, Michael |
author_GND | (DE-588)1042407223 |
author_facet | Salmond, Michael |
author_role | aut |
author_sort | Salmond, Michael |
author_variant | m s ms |
building | Verbundindex |
bvnumber | BV043527282 |
classification_rvk | ST 324 |
ctrlnum | (OCoLC)951647927 (DE-599)BVBBV043527282 |
discipline | Informatik |
format | Book |
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id | DE-604.BV043527282 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:28:02Z |
institution | BVB |
isbn | 9781472567482 147256748X |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-028943065 |
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owner_facet | DE-703 DE-384 DE-355 DE-BY-UBR DE-B170 DE-573 |
physical | 270 Seiten Illustrationen (farbig) 27 cm |
publishDate | 2016 |
publishDateSearch | 2016 |
publishDateSort | 2016 |
publisher | Fairchild Books |
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spelling | Salmond, Michael Verfasser (DE-588)1042407223 aut Video game design principles and practices from the ground up Michael Salmond London Fairchild Books [2016] 270 Seiten Illustrationen (farbig) 27 cm txt rdacontent n rdamedia nc rdacarrier Video games / Design Computer games / Design Video games / Authorship Computer games / Design fast Video games / Authorship fast Video games / Design fast Videospiel (DE-588)4063465-6 gnd rswk-swf Produktgestaltung (DE-588)4047340-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Videospiel (DE-588)4063465-6 s Produktgestaltung (DE-588)4047340-5 s DE-604 Erscheint auch als Online-Ausgabe, ePDF 978-1-4725-6749-9 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028943065&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Salmond, Michael Video game design principles and practices from the ground up Video games / Design Computer games / Design Video games / Authorship Computer games / Design fast Video games / Authorship fast Video games / Design fast Videospiel (DE-588)4063465-6 gnd Produktgestaltung (DE-588)4047340-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4063465-6 (DE-588)4047340-5 (DE-588)4010457-6 |
title | Video game design principles and practices from the ground up |
title_auth | Video game design principles and practices from the ground up |
title_exact_search | Video game design principles and practices from the ground up |
title_full | Video game design principles and practices from the ground up Michael Salmond |
title_fullStr | Video game design principles and practices from the ground up Michael Salmond |
title_full_unstemmed | Video game design principles and practices from the ground up Michael Salmond |
title_short | Video game design |
title_sort | video game design principles and practices from the ground up |
title_sub | principles and practices from the ground up |
topic | Video games / Design Computer games / Design Video games / Authorship Computer games / Design fast Video games / Authorship fast Video games / Design fast Videospiel (DE-588)4063465-6 gnd Produktgestaltung (DE-588)4047340-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Video games / Design Computer games / Design Video games / Authorship Videospiel Produktgestaltung Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028943065&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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