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Summary
Table of Contents
Introduction | p. xvii |
Game Design | |
First Concept | p. 3 |
The Shock Of The New | p. 3 |
Having The Idea | p. 4 |
Shaping The Idea | p. 8 |
The Treatment | p. 11 |
Taking Stock | p. 12 |
Getting It Down | p. 13 |
Feasibility | p. 13 |
Core Design | p. 19 |
What Is A Game? | p. 19 |
Games Aren't Everything | p. 21 |
Games Mean Gameplay | p. 22 |
Creating The Game Spec | p. 24 |
Example Game Spec | p. 32 |
Gameplay | p. 37 |
What Is Gameplay? | p. 38 |
Implementing Gameplay | p. 38 |
Interactivity | p. 53 |
Detailed Design | p. 59 |
The Designer's Role | p. 59 |
Design Documentation | p. 63 |
Using The Design Documents | p. 64 |
Fitting Design To Development | p. 67 |
Why Use Documents At All? | p. 71 |
Game Balance | p. 73 |
Player/Player Balance | p. 74 |
Player/Gameplay Balance | p. 77 |
Gameplay/Gameplay Balance | p. 81 |
A Game Balance Checklist | p. 97 |
Look And Feel | p. 101 |
Ambience | p. 101 |
Interface | p. 106 |
Storytelling | p. 109 |
The Sum Of The Parts | p. 120 |
Wrapping Up | p. 121 |
The Professionals | p. 122 |
The Future Of Game Design | p. 141 |
The Necessity Of Design | p. 141 |
Essentials Of Game Design | p. 145 |
The Future Of Design | p. 148 |
The Future Of Games | p. 151 |
The Way Forward | p. 159 |
Team Building And Management | |
Current Methods Of Team Management | p. 163 |
The Current Development Model | p. 163 |
Roles And Divisions | p. 179 |
Assigning Personnel | p. 179 |
Improving Morale And The Working Environment | p. 187 |
Spreading The Risk | p. 194 |
The Software Factory | p. 195 |
What Is A Software Factory? | p. 195 |
Why Use A Software Factory? | p. 197 |
Organizing A Software Factory | p. 202 |
Applying The Software Factory Structure And Methodology | p. 214 |
The Suitability Of A Software Factory | p. 219 |
The Final Word | p. 219 |
Milestones And Deadlines | p. 221 |
How Milestones Currently Work | p. 222 |
Fuzzy Milestones | p. 225 |
Milestones And Mini-Milestones | p. 227 |
When To Use Milestones | p. 228 |
Making Your Milestones Accurate | p. 228 |
Defining Milestones | p. 238 |
Procedures And "Process" | p. 249 |
Procedures | p. 250 |
"Process" | p. 261 |
Procedures: Where To Use Them? | p. 267 |
Source Control And Code Reviews: A Synergy | p. 272 |
The Importance Of Information Transmission | p. 277 |
Troubleshooting | p. 285 |
Risks | p. 290 |
The Future Of The Industry | p. 323 |
The State Of The Industry | p. 324 |
The New Model Developers | p. 334 |
The Online Revolution | p. 339 |
Survival of the Fittest | p. 341 |
Game Architecture | |
Current Development Methods | p. 345 |
The History Of Development Techniques | p. 347 |
The Present Day | p. 360 |
Initial Design | p. 369 |
The Beginning | p. 371 |
Hardware Abstraction | p. 372 |
The Problem Domain | p. 387 |
Thinking In Tokens | p. 389 |
Use Of Technology | p. 413 |
The State Of The Art | p. 416 |
Blue-Sky Research | p. 427 |
Reinventing The Wheel | p. 438 |
Use Of Object Technology | p. 443 |
Building Blocks | p. 451 |
Reusability In Software | p. 453 |
Initial Architecture Design | p. 495 |
The Birth Of An Architecture | p. 496 |
The Tier System | p. 503 |
Architecture Design | p. 513 |
Development | p. 521 |
The Development Process | p. 522 |
Code Quality | p. 525 |
Coding Priorities | p. 546 |
Debugging And Module Completion | p. 550 |
The Seven Golden Gambits And The Three Lead Balloons | p. 557 |
The Three Lead Balloons | p. 561 |
The Run-Up To Release | p. 563 |
Late Evaluation | p. 564 |
Late Localization | p. 575 |
Demos | p. 577 |
Playtesting | p. 579 |
Focus Groups | p. 582 |
The Web Site | p. 583 |
Getting Ready For The Gold Master | p. 584 |
Patches | p. 585 |
Postmortem | p. 589 |
Team Dynamics | p. 591 |
Concept | p. 594 |
Development | p. 602 |
Business Aspects | p. 606 |
The Postmortem Postmortem | p. 608 |
The Future Of Game Development | p. 609 |
Development In Context | p. 610 |
Future Development | p. 614 |
Small Is Beautiful Too | p. 621 |
Building The Team Of The Future | p. 622 |
New Directions In Development | p. 627 |
The Shape Of Things To Come? | p. 634 |
Appendixes | |
Sample Game Design Documents | p. 639 |
Bibliography And References | p. 723 |
Glossary | p. 727 |
Index | p. 729 |
Table of Contents provided by Syndetics. All Rights Reserved. |
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