Game design

  • 作者: Bates, Bob.
  • 出版: Boston, Mass. : Thomson Course Technology PTR ©2004.
  • 版本: 2nd ed.
  • 稽核項: 1 online resource (1 volume) :illustrations.
  • 標題: Computer games Marketing. , Electronic books. , Marketing. , GAMES Video & Electronic. , ProgrammingVocational guidance. , Electronic games industry. , GAMES , Computer games Programming. , Programming. , Video & Electronic. , Computer games , Computer games Programming -- Vocational guidance.
  • ISBN: 1417566035 , 9781417566037
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  • 附註: Previous edition: Roseville, Calif.: Prima Tech, 2001. Includes bibliographical references and index. Intro -- Contents -- Introduction -- PART I: DESIGN -- Chapter 1 Getting to "Yes -- Concept Development -- Genres -- Client Goals -- The Game Proposal Document -- High Concept -- Genre -- Gameplay -- Chapter 2 Principles of Game Design -- Player Empathy -- Feedback -- Grounding the Player -- The Moment-to-Moment Experience -- Immersion -- Writing -- Design Within Limits -- Removing Impediments -- Interface Design -- The Start-Up Screen -- Customizable Controls -- Cheat Codes -- Tutorial or Practice Mode -- Structure and Progression -- Taking Care of the Player -- How to Design -- Chapter 3 Genre-Specific Game Design Issues -- Action Games -- RPGs -- Adventure Games -- Strategy Games -- Simulations -- Sports Games -- Fighting Games -- Casual Games -- God Games -- Educational Games -- Puzzle Games -- Online Games -- Chapter 4 Storytelling -- Plot: The Three-Act Structure -- Setting -- Character Development -- Interactivity -- The Tools of the Trade -- The Hero's Journey -- Chapter 5 Level Design -- Concept Work -- Building the Level -- Gameplay -- Evaluation -- Chapter 6 Designing the Puzzle -- Types of Puzzles -- What Makes a Bad Puzzle? -- What Makes a Good Puzzle? -- Levels of Difficulty -- How to Design the Puzzle -- Summary -- Chapter 7 Franchises, Brands, and Licenses -- Creating an Internal Franchise -- Working with an External License -- PART II: TEAM -- Chapter 8 The Development Team -- Vision -- Production -- Design -- Programming -- Artwork -- Testing -- The Cabal Approach -- Chapter 9 External Resources -- Administrative Issues -- Voice -- Music -- Sound Effects -- Video -- Motion Capture -- Language Localization -- The Manual -- Legal Issues (Getting the Rights) -- PART III: DEVELOPMENT -- Chapter 10 Project Lifecycle and Documents -- Concept Development -- Preproduction (Proof of Concept) -- Development -- Alpha -- Beta -- Code Freeze. RTM (Release to Manufacture) -- Patches -- Upgrades -- Chapter 11 Managing Development -- Agile Development -- Managing Development -- Design -- Planning and Scheduling -- Selecting the Right Lifecycle Model -- Problems -- Recovery -- Management Style -- PART IV: THE BUSINESS -- Chapter 12 The Business -- How Mainstream Games Are Sold -- The Publishing Team -- Promotional Tools -- Business Development -- Indie" Development -- Chapter 13 Breaking In -- General Advice -- Applying for Specific Positions -- Finding Job Openings -- PART V: CONCLUSION -- Chapter 14 The Hero's Journey -- PART VI: APPENDIXES -- Appendix A: Project Documents -- Index to Documents -- High Concept Doc -- Game Proposal ("Pitch Doc") -- Concept Doc -- Game Design Doc (GDD) -- Art Production Plan -- Technical Design Doc -- Test Plan -- Project Plan -- External Events -- Current Risks -- Credits -- Change List and Project Archives -- Appendix B: Resources -- Bibliography -- Conferences and Trade Shows -- Industry News -- Organizations -- Schools -- Glossary -- A -- B -- C -- D -- E -- F -- G -- H -- I -- L -- M -- N -- O -- P -- R -- S -- T -- U -- W -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
  • 電子資源: https://dbs.tnua.edu.tw/login?url=https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=124561
  • 系統號: 005313153
  • 資料類型: 電子書
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