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Level Up

por Rogers, Scott
Publicado por : Wiley (Sussex) Detalles físicos: 535 p. 21 cm ISBN:9781118877166. Año : 2014
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Non-fiction 004.415.2 ROG (Navegar estantería) Disponible 0001955
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Non-fiction 004.415.2 ROG (Navegar estantería) Prestado 01/03/2024 0001956
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Non-fiction 004.415.2 ROG (Navegar estantería) Disponible 0001957
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004.415.2 PER Game Design 004.415.2 PER Game Design 004.415.2 ROG Level Up 004.415.2 ROG Level Up 004.415.2 ROG Level Up 004.415.2 ROU Game design: theory & practice 004.415.2 ROU Game design: theory & practice

Índice

LEVEL 1 Welcome, N00bs! 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 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 43
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
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 93
Who Do You Want To Be Today? 94
Personality: Do We Really Need Another Kratos? 96

Let’s Get Personal 98

Using All the 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 111
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 131

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
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 163

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: HUD and Icon Design 181

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 Th an the HUD 199
A Final Word on Fonts 207
LEVEL 9 Everything I Learned About Level Design, I Learned from Level 9 209

The Top 10 Cliché 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 Arneson 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 257
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 11 They All Want You Dead 305
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 The Nuts and Bolts of Mechanics 353
The Mechanics of Mechanics 353
Holy Death Trap! 357
What I Learned from Making Kids Cry 360

Time to Die 361

Th e Music of Mechanics 364
Chip Off the Old Block 368
A Nice Little Calm Spot 371
Riddle Me Th is 372
Puzzle Me That 375
Minigames and Microgames 377
LEVEL 13 Now You’re Playing with Power 381
Powering Up 381
“Love Thy Player” 388
Seriously “Love Thy Player” 390
More Wealth Than You Can Imagine! 391
High Score 394

Achievements 395
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 405
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 419
Cashing In 422
Money Is the Root of Something Something 423
LEVEL 16 Some Notes on Music 427
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 No One’s Gonna Watch ‘Em Anyway 441
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 451

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