Description: GAME DESIGN PERSPECTIVES Softcover Book edited by Francois Dominic Laramee Copyright 2002 by CHARLES RIVER MEDIA, INC. This classic book says: " 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 Several design treatments, including one for the game Mephistophoria , an outline design document described in the book, and demostration version of two screenwriting programs from Screenplay Systems Inc., StoryView and Movie Magic Screenwriter 2000. " " Contents Preface Acknowledgments About the Authors PART 1 DESIGN DOCUMENTS 1.0 Introduction 1.1 Writing Effective Design Treatments Francois Dominic Laramee 1.2 Online Design Documents Drew Sikora 1.3 Writing the Adventure Game Bruce Onder 1.4 The Designer's Best Friends John Dennis 1.5 When Good Design Goes Bad John Dennis PART 2 GAME DESIGN THEORY 2.0 Introduction 2.1 World Building: From Paper to Polygons Joshua Mosqueira 2.2 Balancing Gameplay Hooks Geoff Howland 2.3 Meaningful Game Mechanics Charlie Cleveland 2.4 Know Your Meta-Game Sim Dietrich 2.5 Pros and Cons of Hit Point Systems Jonathon Schilpp 2.6 Alternatives to Numbers in Game Design Models Francois Dominic Laramee 2.7 Increasing Challenge without Frustrating Players Marcin Szymanski 2.8 Nine Trade-Offs of Game Design Francois Dominic Laramee 2.9 Pacing in Action Games Joe Hitchens 2.10 Adapting Licensed Properties Daniel Tanguay and Brent Boylen 2.11 Warning Signs of Faulty Game Design Sim Dietrich 2.12 Elements of Level Design Francois Dominic Laramee PART 3 USER INTERFACES 3.0 Introduction 3.1 Six Principles of Users Interaction Sim Dietrich 3.2 Breaking the Looking Glass: Designing Users Interfaces for 3D Computer Games Sean Timarco Baggaley 3.3 Camera Control Systems for 3D Games Wayne Imlach 3.4 Learning Artistic Articulation without Reinventing the Wheel Adam Baratz 3.5 The Game Save Wayne Imlach PART 4 GENRES AND PLATFORMS 4.0 Introduction 4.1 Turn-Based Game Design Bruce Onder 4.2 Wireless Game Design Stefan Petterson 4.3 Designing Gameplay for Interactive Television Bruce Onder 4.4 Memory-Friendly Design for Small Platforms Alexandre Ribeiro 4.5 Online Interactive Patterns Markus Friedl 4.6 Special Issues in Multiplayer Game Design Joe Hitchens 4.7 Online Persistence in Game Design Drew Sikora PART 5 CHARACTERS AND STORYTELLING 5.0 Introduction 5.1 Storytelling in Computer Games Drew Sikora 5.2 Show and Tell: Applying Screenwriting Techniques to Computer Games Sean Timarco Baggaley 5.3 Comedy in Games Francois Dominic Laramee 5.4 Storytelling in Level-Based Game Design Bruce Onder PART 6 THE USER COMMUNITY 6.0 Introduction 6.1 But What If the Player is Female? Sheri Graner-Ray 6.2 Designing for Online Community David Michael 6.3 Character Interaction Outside the Game World Ben Carter 6.4 Utilizing the Consumer-Making the Most of Modding Wayne Imlach 6.5 Following Up after the Game is Released: It's Not over When It's Over Tom Sloper 6.6 Games for Young Children Ruud van de Moosdjik PART 7 MANAGING & GAME DEVELOPMENT BUSINESS 7.0 Introduction 7.1 Building (and Keeping) a Great Game Development Team Barbara Walter 7.2 Showing Publishers What They Want to See Jay Powell 7.3 Introduction to Contract Negotiation Jay Powell 7.4 Negotiating a Freelance Game Design Contract Bruce Onder 7.5 Keeping Your Team Motivated Geoff Howland 7.6 Managing External Development Teams: Hand Me the Remote Tom Sloper 7.7 Total Quality Control in Game Development Chris Cambell 7.8 Using Focus Groups to Proof Design Ideas Charlie Cleveland Appendix A: About The CD-ROM Index " This book is in very good condition with only minor wear. No torn or ripped pages. No markings or writing. FREE Shipping
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