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Video game design : principles and practices from the ground up / Michael Salmond.

By: Material type: TextTextPublisher: London : Fairchild Books, an imprint of Bloomsbury Publishing Plc, [2016]Copyright date: ©2016Description: 270 pages : illustrations (chiefly colour) ; 27 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 147256748X
  • 9781472567482
Other title:
  • Principles and practices from the ground up
Subject(s): DDC classification:
  • 794.81 23
LOC classification:
  • GV1469.3
  • QA76.76.C672 S26 2016
Contents:
Introduction -- Part 1. Culture, play, and games : -- 1. So you want to be a video game designer? -- 2. World building -- 3. Video game analysis -- Part 2. Game design : -- 4. Understanding the motivations for play -- 5. Video games are event-driven experiences -- Part 3. Systems and designing worlds : -- 6. Planning, preparation, and play- testing -- 7. Character design -- 8. Bringing it all together -- 9. The engagement engine -- 10. Keeping them playing -- 11. Interface design and audio design -- 12. Monetization, copyright, and intellectual property.
Summary: "Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation."--Publisher's website.
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Includes bibliographical references and index.

Introduction -- Part 1. Culture, play, and games : -- 1. So you want to be a video game designer? -- 2. World building -- 3. Video game analysis -- Part 2. Game design : -- 4. Understanding the motivations for play -- 5. Video games are event-driven experiences -- Part 3. Systems and designing worlds : -- 6. Planning, preparation, and play- testing -- 7. Character design -- 8. Bringing it all together -- 9. The engagement engine -- 10. Keeping them playing -- 11. Interface design and audio design -- 12. Monetization, copyright, and intellectual property.

"Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation."--Publisher's website.

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