Game Design Foundations

Game Design Foundations

The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers.

Author: Roger Pedersen

Publisher: Jones & Bartlett Publishers

ISBN: 9781449663926

Category: Computers

Page: 384

View: 565

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.
Categories: Computers

Video Game Design Foundations

Video Game Design Foundations

This "curriculum in a box" is the complete guide to immersion in the field, from beginning each game build project through completion, integration, and marketing.

Author: D. Michael Ploor

Publisher: Goodheart-Willcox Pub

ISBN: 1619602784

Category: Computers

Page: 400

View: 641

Video Game Design Foundations provides students a complete overview of video game design in a first-year curriculum. This turnkey curriculum is a complete guide to immersion in the field, from beginning each game build project through completion, integration, and marketing. Video Game Design Foundations is specifically designed for a high school first-year video game design class. Content and game builds are age appropriate, and learning is focused on the skills students need to preparefor college and career. The 1-Year Access Key Code allows an individual online access to the textbook for 12 consecutive months using a unique username and password that must be associated with a valid e-mail address. The Online Textbook provides fast, page-at-a-time viewing from any browser-based device including iPadsRG, netbooks, PCs, and Mac computers. Features of the Online Textbook include: * Exact page reproduction, including figures and formulas * Linked table of contents * Search capabilities to find specific topics * Full text search with relevancy ranking to quickly locate passages of interest * The ability to quickly jump to specific pages * Full screen reading mode with zoom capabilities * Permission to print selected pages for offline reading
Categories: Computers

Game Design Foundations 1 Ideas Core Loops and Goals

Game Design Foundations  1 Ideas  Core Loops  and Goals

Learn about the basics of game design. Discover practical strategies for starting a career in game design, drafting your game ideas, and fleshing out those concepts into designs that a team can implement.

Author:

Publisher:

ISBN: OCLC:1116173722

Category:

Page:

View: 287

Learn about the basics of game design. Discover practical strategies for starting a career in game design, drafting your game ideas, and fleshing out those concepts into designs that a team can implement.
Categories:

Video Game Design Composition

Video Game Design Composition

Video Game Design Composition provides students specific coverage of video game design in a second-year curriculum.

Author: D. Michael Ploor

Publisher: Goodheart-Willcox Pub

ISBN: 1605257710

Category: Computers

Page: 400

View: 895

Video Game Design Composition provides students specific coverage of video game design in a second-year curriculum. This turnkey curriculum is a complete guide to immersion in the field, from beginning each game build project through completion, integration, and marketing. Video Game Design Composition is specifically designed for a high school second-year video game design class. Content and game builds are age appropriate, and learning is focused on the skills students need to prepare for college and career. Multimedia Fusion 2 (MMF2) is FREE to schools with purchase of the Student Textbook. The Software Design Guide (SDG) provides the hands-on application of the theory presented in the textbook. The SDG should be considered an integral part of the curriculum. It is where students take the theory learned in the textbook and use that knowledge to build video games. Working in simulated design teams, students will experience all aspects of video game design, from the planning stages, through the design and programming, and concluding with a capstone project. Each chapter in the SDG is correlated to the textbook chapter. There are several activities for each chapter. The last chapter in the SDG is a capstone project that requires students to apply all of the knowledge acquired in the textbook and SDG. Includes game Engine Software.
Categories: Computers

Game Design Foundations 2nd Edition

Game Design Foundations  2nd Edition

The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers.

Author: Roger Pedersen

Publisher:

ISBN: OCLC:1151051197

Category:

Page: 384

View: 125

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the "One Pager" document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.
Categories:

Game Design Foundations

Game Design Foundations

13 Mirrors will be utilizing the latest 3D game engines such as the Vicious engine ... Inc. I Author of Game Design Foundations and Game Design Foundations, ...

Author: Roger Pedersen

Publisher: Jones & Bartlett Publishers

ISBN: 9780763782740

Category: Computers

Page: 384

View: 997

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the One Pager document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry."
Categories: Computers

Game Design Foundations 3 Pitch Propose and Practice

Game Design Foundations  3 Pitch  Propose  and Practice

Award-winning game designer Brenda Romero provides a detailed look at game design documents, and steps through how to successfully pitch your ideas.

Author: Brenda Romero

Publisher:

ISBN: OCLC:1125781312

Category:

Page:

View: 496

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Game Design Foundations 2 Systems Chance and Strategy

Game Design Foundations  2 Systems  Chance  and Strategy

In this course?the second installment in the Game Design Foundations series?join award-winning game designer Brenda Romero as she takes a detailed look at game systems, chance in games, and strategy in games.

Author:

Publisher:

ISBN: OCLC:1116187986

Category:

Page:

View: 292

In this course?the second installment in the Game Design Foundations series?join award-winning game designer Brenda Romero as she takes a detailed look at game systems, chance in games, and strategy in games.
Categories:

Principles of Game Design

Principles of Game Design

Author: Education Development Center, Incorporated

Publisher: Digital Media Arts

ISBN: 0892925949

Category:

Page: 280

View: 157

Categories:

Game Design Foundations 3 Pitch Propose and Practice

Game Design Foundations  3 Pitch  Propose  and Practice

In this course?the third installment in the Game Design Foundations series?learn how to pitch your ideas, document your design, and prepare yourself to enter the game industry.

Author:

Publisher:

ISBN: OCLC:1116188380

Category:

Page:

View: 191

In this course?the third installment in the Game Design Foundations series?learn how to pitch your ideas, document your design, and prepare yourself to enter the game industry.
Categories:

Ultimate Game Design Building Game Worlds

Ultimate Game Design  Building Game Worlds

Veteran game developer Tom Meigs covers the foundations of game design, including previsualization, level stubbing and layout, lighting, texturing, behavior scripting, and using particles, and explains in detail each stage of game ...

Author: Tom Meigs

Publisher: McGraw Hill Professional

ISBN: 0072228997

Category: Computers

Page: 346

View: 348

Discusses the foundations of game design and each stage of the development process, and provides interviews with industry experts, case studies, and advice on getting into the gaming industry.
Categories: Computers

Video Game Design Foundations

Video Game Design Foundations

"Video Game Design Foundations" provides students with a complete understanding of the technological and creative aspects of video game design in an easy-to-follow format.

Author: D. Michael Ploor

Publisher: Goodheart-Willcox Pub

ISBN: 1605256242

Category: Computers

Page: 214

View: 389

"Video Game Design Foundations" provides students with a complete understanding of the technological and creative aspects of video game design in an easy-to-follow format. This turnkey curriculum is a complete guide to immersion in the field, from beginning each game build through completion, integration, and marketing.
Categories: Computers

Game Design Foundations 2 e with CD ROM

Game Design Foundations  2 e  with CD ROM

About the Book : - Game Design Foundation, Second Edition covers the basics of designing a game from coming up with a concept and writing the game design document to scripting the levels and publishing your game.

Author: Roger E. Pedersen

Publisher:

ISBN: 9380108427

Category:

Page: 400

View: 723

About the Book : - Game Design Foundation, Second Edition covers the basics of designing a game from coming up with a concept and writing the game design document to scripting the levels and publishing your game. Game designer Roger E. Pedersen offers a voice of experience as he explains the process, and provides exercises and assignments along the way to help readers hone their newly acquired skills. Understand the different genres of games Discover how to document the game design process with the one-pager, executive summary, game proposal, character design document, and game design document Explore the principles of game design, including game mechanics, balancing, pathfinding, and artificial intelligence Understand the basics of programming, scriptwriting, and researching your concept Learn about innovations in gaming and outlets for your game On the CD: Reel Deal Poker Challenge demo Full code for tic-tac example in Visual Basic and Visual C++ Demo film What Is Machinima? More than 1,200 game ideas
Categories:

Character Driven Game Design

Character Driven Game Design

What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this.

Author: Petri Lankoski

Publisher: Taik Books

ISBN: 9789526000022

Category:

Page: 181

View: 456

How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.
Categories:

Game Design Foundations 1 Ideas Core Loops and Goals

Game Design Foundations  1 Ideas  Core Loops  and Goals

In this course, award-winning game designer Brenda Romero shares practical strategies for starting a career in game design, drafting your game ideas, and fleshing out those concepts into designs that a team can implement.

Author: Brenda Romero

Publisher:

ISBN: OCLC:1125760218

Category:

Page:

View: 975

Categories:

Video Game Design Foundations Bundle

Video Game Design Foundations Bundle

This bundle contains the student textbook along with the Software Design Guide with The Games Factory 2 software.

Author: D. Michael Ploor

Publisher: Goodheart-Willcox Pub

ISBN: 1605253154

Category: Computers

Page:

View: 331

This bundle contains the student textbook along with the Software Design Guide with The Games Factory 2 software.
Categories: Computers

The Game Production Handbook

The Game Production Handbook

This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.

Author: Heather Maxwell Chandler

Publisher: Jones & Bartlett Publishers

ISBN: 9781449688097

Category: Computers

Page: 462

View: 751

Updated to reflect the rapidly evolving game development landscape, industry veteran Heather Chandler continues to educate game enthusiasts on the procedures and processes of game production. This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.
Categories: Computers

Foundation Game Design with ActionScript 3 0

Foundation Game Design with ActionScript 3 0

For creating game graphics, you probably won't need any of those high-end features, most of which are specialized for photography and print production.

Author: Rex van der Spuy

Publisher: Apress

ISBN: 9781430239949

Category: Computers

Page: 680

View: 559

In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use. We’ve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if you’ve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies—to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you. Focused and friendly introduction to designing games with Flash and ActionScript Detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters Modern best practices and new content on ActionScript 3.0 Also covers asset creation in Photoshop and Illustrator
Categories: Computers

Introduction to Video Game Design

Introduction to Video Game Design

"Integrated STEM [Science, Technology, Engineering, Mathematics] curriculum"--Cover.

Author: D. Michael Ploor

Publisher: Goodheart-Willcox Pub

ISBN: 1605254681

Category: Computers

Page: 464

View: 304

"Text and software design guide in one volume"--Cover.
Categories: Computers