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.