Game Architecture and Design Gold Book

by
Format: Paperback
Pub. Date: 1999-11-01
Publisher(s): Coriolis Group
List Price: $49.99

Rent Textbook

Select for Price
There was a problem. Please try again later.

New Textbook

We're Sorry
Sold Out

Used Textbook

We're Sorry
Sold Out

eTextbook

We're Sorry
Not Available

This item is being sold by an Individual Seller and will not ship from the Online Bookstore's warehouse. The Seller must confirm the order within two business days. If the Seller refuses to sell or fails to confirm within this time frame, then the order is cancelled.

Please be sure to read the Description offered by the Seller.

Summary

Dave Morris, the author of numerous role-playing game books, takes the reader through all the necessary game creation steps--from seeing a game idea on paper to actually implementing that idea. He and Rollings then teache design, architecture and management for PC, Macintosh, and UNIX platforms. The CD-ROM features a current version of Microsoft's DirectorX; Mac Sprockets (the Macintosh equivalent to DirectorX); and all source code developed in the book.

Table of Contents

Introductionp. xvii
Game Design
First Conceptp. 3
The Shock Of The Newp. 3
Having The Ideap. 4
Shaping The Ideap. 8
The Treatmentp. 11
Taking Stockp. 12
Getting It Downp. 13
Feasibilityp. 13
Core Designp. 19
What Is A Game?p. 19
Games Aren't Everythingp. 21
Games Mean Gameplayp. 22
Creating The Game Specp. 24
Example Game Specp. 32
Gameplayp. 37
What Is Gameplay?p. 38
Implementing Gameplayp. 38
Interactivityp. 53
Detailed Designp. 59
The Designer's Rolep. 59
Design Documentationp. 63
Using The Design Documentsp. 64
Fitting Design To Developmentp. 67
Why Use Documents At All?p. 71
Game Balancep. 73
Player/Player Balancep. 74
Player/Gameplay Balancep. 77
Gameplay/Gameplay Balancep. 81
A Game Balance Checklistp. 97
Look And Feelp. 101
Ambiencep. 101
Interfacep. 106
Storytellingp. 109
The Sum Of The Partsp. 120
Wrapping Upp. 121
The Professionalsp. 122
The Future Of Game Designp. 141
The Necessity Of Designp. 141
Essentials Of Game Designp. 145
The Future Of Designp. 148
The Future Of Gamesp. 151
The Way Forwardp. 159
Team Building And Management
Current Methods Of Team Managementp. 163
The Current Development Modelp. 163
Roles And Divisionsp. 179
Assigning Personnelp. 179
Improving Morale And The Working Environmentp. 187
Spreading The Riskp. 194
The Software Factoryp. 195
What Is A Software Factory?p. 195
Why Use A Software Factory?p. 197
Organizing A Software Factoryp. 202
Applying The Software Factory Structure And Methodologyp. 214
The Suitability Of A Software Factoryp. 219
The Final Wordp. 219
Milestones And Deadlinesp. 221
How Milestones Currently Workp. 222
Fuzzy Milestonesp. 225
Milestones And Mini-Milestonesp. 227
When To Use Milestonesp. 228
Making Your Milestones Accuratep. 228
Defining Milestonesp. 238
Procedures And "Process"p. 249
Proceduresp. 250
"Process"p. 261
Procedures: Where To Use Them?p. 267
Source Control And Code Reviews: A Synergyp. 272
The Importance Of Information Transmissionp. 277
Troubleshootingp. 285
Risksp. 290
The Future Of The Industryp. 323
The State Of The Industryp. 324
The New Model Developersp. 334
The Online Revolutionp. 339
Survival of the Fittestp. 341
Game Architecture
Current Development Methodsp. 345
The History Of Development Techniquesp. 347
The Present Dayp. 360
Initial Designp. 369
The Beginningp. 371
Hardware Abstractionp. 372
The Problem Domainp. 387
Thinking In Tokensp. 389
Use Of Technologyp. 413
The State Of The Artp. 416
Blue-Sky Researchp. 427
Reinventing The Wheelp. 438
Use Of Object Technologyp. 443
Building Blocksp. 451
Reusability In Softwarep. 453
Initial Architecture Designp. 495
The Birth Of An Architecturep. 496
The Tier Systemp. 503
Architecture Designp. 513
Developmentp. 521
The Development Processp. 522
Code Qualityp. 525
Coding Prioritiesp. 546
Debugging And Module Completionp. 550
The Seven Golden Gambits And The Three Lead Balloonsp. 557
The Three Lead Balloonsp. 561
The Run-Up To Releasep. 563
Late Evaluationp. 564
Late Localizationp. 575
Demosp. 577
Playtestingp. 579
Focus Groupsp. 582
The Web Sitep. 583
Getting Ready For The Gold Masterp. 584
Patchesp. 585
Postmortemp. 589
Team Dynamicsp. 591
Conceptp. 594
Developmentp. 602
Business Aspectsp. 606
The Postmortem Postmortemp. 608
The Future Of Game Developmentp. 609
Development In Contextp. 610
Future Developmentp. 614
Small Is Beautiful Toop. 621
Building The Team Of The Futurep. 622
New Directions In Developmentp. 627
The Shape Of Things To Come?p. 634
Appendixes
Sample Game Design Documentsp. 639
Bibliography And Referencesp. 723
Glossaryp. 727
Indexp. 729
Table of Contents provided by Syndetics. All Rights Reserved.

An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.

A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.

Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.

Please view the compatibility matrix prior to purchase.