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Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
Jim Thompson
Barnaby Berbank-Green
Nic Cusworth
ISBN: 978-0-471-96894-8
©2007
192 pages
INSTRUCTORS
STUDENTS
TITLE INFORMATION
Description  |  Author Info  |  Table of Contents  |  Hallmark Features
Table of Contents
Introduction.

DESIGN THEORY.

History (Jim Thompson).

Shoot-‘em-ups (Barnaby Berbank-Green).

First person shooter (Jim Thompson).

Platform games (Nic Cusworth).

Strategy games (Jim Thompson).

Puzzle games (Jim Thompson).

Game structure types (Jim Thompson).

Game structure case studies (Barnaby Berbank-Green).

Single-player v. multiplayer (Barnaby Berbank-Green).

Single-player/multiplayer case studies (Barnaby Berbank-Green).

Platform-specific design (Nic Cusworth).

Simulation and abstraction (Jim Thompson).

2D v. 3D (Barnaby Berbank-Green).

2D/3D case study (Barnaby Berbank-Green).

Player viewpoints (Nic Cusworth).

From real world to game world (Jim Thompson).

Storytelling in games (Nic Cusworth).

Cut scenes (Nic Cusworth).

Motivation and objectives (Nic Cusworth).

Players’ roles (Nic Cusworth).

Difficulty curves (Barnaby Berbank-Green).

Three catchwords (Jim Thompson and Barnaby Berbank-Green).

DESIGN PROCESS.

Starting the design process (Jim Thompson).

Design inspirations (Jim Thompson).

Research and development (Jim Thompson).

Gathering material (Jim Thompson).

Developing the game concept (Jim Thompson).

Developing character concepts (Jim Thompson).

Developing the environment concept (Jim Thompson).

Communication and writing (Jim Thompson).

Detailed design spec (Jim Thompson).

Level design (Jim Thompson.

User interaction design (Jim Thompson and Barnaby Berbank-Green).

Games editors (Jim Thompson).

Game physics (Jim Thompson).

Digital modeling (Jim Thompson).

Digital modeling applications (Jim Thompson).

Polygons and NURBs (Jim Thompson).

Props and set-dressing (Jim Thompson).

Texturing (Jim Thompson).

Building characters (Jim Thompson).

Audio design (Nic Cusworth).

DESIGN PRODUCTION.

Design production (Jim Thompson).

Production realities (Jim Thompson).

Tools of the trade (Barnaby Berbank-Green).

Pre-production (Barnaby Berbank-Green).

Prototyping (Barnaby Berbank-Green).

Pitching ideas (Nic Cusworth).

Bedroom coders (Barnaby Berbank-Green).

Where to from here (Jim Thompson)?

Resources.

Glossary.

Index.

Credits.  


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