Details

Level Up! The Guide to Great Video Game Design


Level Up! The Guide to Great Video Game Design


2. Aufl.

von: Scott Rogers

23,99 €

Verlag: Wiley
Format: PDF
Veröffentl.: 11.04.2014
ISBN/EAN: 9781118877210
Sprache: englisch
Anzahl Seiten: 560

DRM-geschütztes eBook, Sie benötigen z.B. Adobe Digital Editions und eine Adobe ID zum Lesen.

Beschreibungen

<p><b>Want to design your own video games? Let expert Scott Rogers show you how!</b><b><br /> <br /> </b>If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed <i>Level Up!</i> is for you! Written by leading video game expert Scott Rogers, who has designed the hits <i>Pac Man World</i>, <i>Maximo</i> and <i>SpongeBob Squarepants</i>, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.<br /> <br /> <i>Level Up!</i> <i>2nd Edition</i> has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:</p> <ul> <li>Developing your game design from the spark of inspiration all the way to production</li> <li>Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged</li> <li>Creating games for mobile and console systems – including detailed rules for touch and motion controls</li> <li>Monetizing your game from the design up</li> <li>Writing effective and professional design documents with the help of brand new examples</li> </ul> <p><i>Level Up! 2nd Edition</i> is includes all-new content, an introduction by David “<i>God of War</i>” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom.</p> <p>Grab your copy of <i>Level Up! 2nd Edition</i> and let’s make a game!</p>
<p><b>Introduction Press Start! 1</b></p> <p>If You Are Anything Like Me 1</p> <p>No, You Can’t Have My Job 3</p> <p>Who Is This Book For? 4</p> <p>Why a Second Edition? 6</p> <p><b>Level 1 Welcome, N00bs! 7</b></p> <p>A Brief History of Video Games 10</p> <p>The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens 14</p> <p>Game Genres 16</p> <p>Who Makes This Stuff? 17</p> <p>Programmer 18</p> <p>Artist 19</p> <p>Designer 20</p> <p>Producer 20</p> <p>Tester 21</p> <p>Composer 22</p> <p>Sound Designer 23</p> <p>Writer 23</p> <p>Have You Thought about Publishing? 25</p> <p>Product Manager 25</p> <p>Creative Manager 25</p> <p>Art Director 26</p> <p>Technical Director 26</p> <p>Marketing Team 26</p> <p>And the Rest 26</p> <p><b>Level 2 Ideas 29</b></p> <p>Ideas: Where to Get Them and Where to Stick Them 30</p> <p>Getting Ahead of the Game 32</p> <p>What Do Gamers Want? 35</p> <p>Brainstorming 36</p> <p>Breaking Writer’s Block 38</p> <p>Why I Hate “Fun” 40</p> <p><b>Level 3 Writing the Story 43</b></p> <p>Once Upon a Time 43</p> <p>The Triangle of Weirdness 50</p> <p>A Likely Story 52</p> <p>Time to Wrap It Up 55</p> <p>A Game by Any Other Name 56</p> <p>Creating Characters Your Players Care About 58</p> <p>A Few Pointers on Writing for Kids of All Ages 62</p> <p>Writing for Licenses 62</p> <p><b>Level 4 You Can Design a Game, but Can You Do the Paperwork? 65</b></p> <p>Writing the GDD, Step 1: The One-Sheet 68</p> <p>ESRB Ratings 69</p> <p>Unique Selling Points 70</p> <p>Competitive Products 70</p> <p>Writing the GDD, Step 2: The Ten-Pager 71</p> <p>The Rule of Threes 72</p> <p>The Ten-Pager Outline 73</p> <p>Page 1: Title Page 73</p> <p>Page 2: Game Outline 73</p> <p>Page 3: Character 74</p> <p>Page 4: Gameplay 75</p> <p>Page 5: Game World 76</p> <p>Page 6: Game Experience 76</p> <p>Page 7: Gameplay Mechanics 77</p> <p>Page 8: Enemies 79</p> <p>Page 9: Multiplayer and Bonus Materials 80</p> <p>Page 10: Monetization 80</p> <p>Writing the GDD, Step 3: Gameplay Progression 81</p> <p>Writing the GDD, Step 4: The Beat Chart 82</p> <p>Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) 85</p> <p>Writing the GDD, Step 6: Above All, Don’t Be a Jerk 89</p> <p><b>Level 5 The Three Cs, Part 1: Character 93</b></p> <p>Who Do You Want To Be Today? 94</p> <p>Personality: Do We Really Need Another Kratos? 96</p> <p>Let’s Get Personal 98</p> <p>Using All the Parts 102</p> <p>Games Without Characters 103</p> <p>We Are Not Alone 104</p> <p>When More Is More 107</p> <p>Who Are the People in Your Neighborhood? 109</p> <p>Finally, We Talk About Gameplay 111</p> <p>Metrics for Non-Characters 114</p> <p>Be Kind to Our Four-Legged Friends 114</p> <p>Why Walk When You Can Run? 114</p> <p>The Art of Doing Nothing 119</p> <p>Might as Well Jump 120</p> <p>Hoists and Teeters 124</p> <p>What Goes Up Must Fall Down 125</p> <p>Me and My Shadow 126</p> <p>The Water’s Fine . . . or Is It? 127</p> <p><b>Level 6 The Three Cs, Part 2: Camera 131</b></p> <p>Get It Right: Camera Views 132</p> <p>First Person Camera 136</p> <p>Third Person Camera 138</p> <p>Giving Up Control 142</p> <p>So You’ve Decided to Let the Player Control the Camera 142</p> <p>So You’ve Decided Not to Let the Player Have Control over the Camera 144</p> <p>So You’ve Decided to Let Players Sometimes Have Control over the Camera 145</p> <p>Two and a Half D 145</p> <p>Isometric Camera 146</p> <p>Top-Down Camera 148</p> <p>AR Cameras 149</p> <p>Special Case Cameras 149</p> <p>Tunnel Vision 150</p> <p>Camera Shot Guide 150</p> <p>Camera Angle Guide 153</p> <p>Camera Movement Guide 154</p> <p>Other Camera Notes 157</p> <p>Always Point the Camera to the Objective 158</p> <p>Never Let the Character Get out of the Camera’s Sight 159</p> <p>Multiple-Player Cameras 159</p> <p><b>Level 7 The Three Cs, Part 3: Controls 163</b></p> <p>Control Is in Your Hand 164</p> <p>You’ve Got the Touch 167</p> <p>Dance, Monkey, Dance 169</p> <p>Character or Camera Relative? 175</p> <p>Shake, Rattle, and Roll 177</p> <p><b>Level 8 Sign Language: HUD and Icon Design 181</b></p> <p>Heads Up! 181</p> <p>Health Bar 182</p> <p>Targeting Reticule 183</p> <p>Ammo Gauge 184</p> <p>Inventory 185</p> <p>Score/Experience 185</p> <p>Positive Messaging 186</p> <p>Radar/Map 187</p> <p>Context-Sensitive Prompts 188</p> <p>The Clean Screen 190</p> <p>Icon Has Cheezburger? 191</p> <p>Creating Icons for Mobile Games 194</p> <p>Don’t Get QTE 196</p> <p>HUDs and Where to Stick ‘Em 198</p> <p>There Are Other Screens Than the HUD 199</p> <p>A Final Word on Fonts 207</p> <p><b>Level 9 Everything I Learned About Level Design, I Learned from Level 9 209</b></p> <p>The Top 10 Cliché Video Game Themes 212</p> <p>The Name Game 218</p> <p>Everything I Learned About Level Design, I Learned from Disneyland 220</p> <p>Mapping the World 221</p> <p>Foreshadowing 222</p> <p>Goal Setting 223</p> <p>Following Procedure 225</p> <p>You’ve Got the Beat 227</p> <p>Re-using Re-use 229</p> <p>The Gary Gygax Memorial Mapping Section 230</p> <p>Sandbox Play 233</p> <p>Illusional Narrative 236</p> <p>The Dave Arneson Memorial Mapping Section 237</p> <p>Wrapping Up Mapping 248</p> <p>Gray Matters 251</p> <p>Leave the Training Level for Last 253</p> <p>Levels without Characters 254</p> <p><b>Level 10 The Elements of Combat 257</b></p> <p>400 Quatloos on the Newcomer! 259</p> <p>Put ‘Em Up! 262</p> <p>And a One and a Two 266</p> <p>The Big Finish 268</p> <p>Live by the Sword 270</p> <p>Now You Have to Kiss Me 273</p> <p>Let’s Get Defensive 273</p> <p>Dodging the Bullet 276</p> <p>On Guarding 277</p> <p>State of the Art Bang Bang 281</p> <p>The Best Gun for You 286</p> <p>Run and Gun 290</p> <p>Not Just Shooting 293</p> <p>Dang it, Jones! Where Doesn’t It Hurt? 297</p> <p>Death: What Is It Good For? 299</p> <p>Conflict Without Combat 301</p> <p><b>Level 11 They All Want You Dead 305</b></p> <p>Sizing Up the Enemy 307</p> <p>Bad Behavior 308</p> <p>How Rapid is Rapid? 313</p> <p>Movement Style 316</p> <p>Bring on the Bad Guys 318</p> <p>I Love Designing Enemies 327</p> <p>The Alphabetical Bestiary of Choices 328</p> <p>I Hate You to Pieces 337</p> <p>Non-Enemy Enemies 341</p> <p>How to Create the World’s Greatest Boss Battle 342</p> <p>Who’s the Boss? 342</p> <p>Size Matters 344</p> <p>Location, Location, Location 349</p> <p>Why Not to Create the World’s Greatest Boss Battle 351</p> <p><b>Level 12 The Nuts and Bolts of Mechanics 353</b></p> <p>The Mechanics of Mechanics 353</p> <p>Holy Death Trap! 357</p> <p>What I Learned from Making Kids Cry 360</p> <p>Time to Die 361</p> <p>The Music of Mechanics 364</p> <p>Chip Off the Old Block 368</p> <p>A Nice Little Calm Spot 371</p> <p>Riddle Me This 372</p> <p>Puzzle Me That 375</p> <p>Minigames and Microgames 377</p> <p><b>Level 13 Now You’re Playing with Power 381</b></p> <p>Powering Up 381</p> <p>“Love Thy Player” 388</p> <p>Seriously. “Love Thy Player.” 390</p> <p>More Wealth Than You Can Imagine! 391</p> <p>High Score 394</p> <p>Achievements 395</p> <p>Money! Money! Money! 395</p> <p>Souvenirs 399</p> <p>Bonus Section about Bonus Features 400</p> <p>How to Win at Losing 402</p> <p><b>Level 14 Multiplayer—The More the Merrier 405</b></p> <p>How Many Is the Right Number? 410</p> <p>MMORPGS, or Hell Is Other People 410</p> <p>Designing Multiplayer Levels 415</p> <p>Planning Your Level 415</p> <p>Mapping Your Level 416</p> <p>Building Your Level 417</p> <p>The Dirty Half Dozen 418</p> <p><b>Level 15 Everybody Wins: Monetization 419</b></p> <p>Cashing In 422</p> <p>Money Is the Root of Something Something 423</p> <p><b>Level 16 Some Notes on Music 427</b></p> <p>I Know It When I Hear It 429</p> <p>Music with Style 430</p> <p>And the Beat Goes On 431</p> <p>Sounds Like a Game to Me 434</p> <p><b>Level 17 Cutscenes, or No One’s Gonna Watch ‘Em Anyway 441</b></p> <p>A Cut Above 442</p> <p>How to Write a Screenplay in Eight Easy Steps 444</p> <p>Finding Your Voice 448</p> <p><b>Level 18 And Now the Hard Part 451</b></p> <p>No One Cares About Your Stupid Little World 452</p> <p>Who’s Paying? 455</p> <p>Video Games Is a Haaaard Business 456</p> <p>When Reality Gets in the Way 457</p> <p>Emergent, Vertical, or Horizontal? 459</p> <p>What to Do for an Encore? 462</p> <p><b>Continue? 467</b></p> <p>Time to Level Up! 467</p> <p>Bonus Level 1</p> <p>The One-Sheet Sample 469</p> <p>Bonus Level 2</p> <p>The Ten-Page Design Document Sample 473</p> <p>Bonus Level 3</p> <p>Game Design Document Template 485</p> <p>Bonus Level 4</p> <p>The Medium-Sized List of Story Genres 493</p> <p>Bonus Level 5</p> <p>Game Genres 495</p> <p>Bonus Level 6</p> <p>The Big List of Environments 503</p> <p>Bonus Level 7</p> <p>Mechanics and Hazards 507</p> <p>Bonus Level 8</p> <p>Enemy Design Template 509</p> <p>Bonus Level 9</p> <p>Boss Design Template 511</p> <p>Bonus Level 10</p> <p>High-Concept Pitch Presentation 513</p> <p>Bonus Level 11</p> <p>Achievement Unlocked: Exactly Like Making Chili 521</p> <p>Index 523 </p>
<p><b>Scott Rogers (Thousand Oaks, CA)</b> is a Principal Imagineer at Walt Disney. After deciding that game designers have more fun, Scott embarked on a career creating game designs for a number of successful titles including Sony's GOD OF WAR, Capcom's MAXIMO: GHOSTS TO GLORY and its sequel MAXIMO VS. ARMY OF ZIN, Namco's PAC-MAN WORLD and THQ's DRAWN TO LIFE series. He lives in Thousand Oaks with his family and a large collection of video games.</p>

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