TY - BOOK AU - Bates,Bob TI - Game design SN - 1592004938 AV - QA76.76.C672 B38 2004 U1 - 794.81 22 PY - 2004/// CY - Boston, Mass. PB - Premier Press KW - Computer games KW - Programming KW - Marketing KW - Electronic games industry KW - Vocational guidance N1 - Previous ed.: Roseville, Calif.: Prima Tech, 2001; Ch. 1; Getting to "yes" --; Ch. 2; Principles of game design --; Ch. 3; Genre-specific game design issues --; Ch. 4; Storytelling --; Ch. 5; Level design --; Ch. 6; Designing the puzzle --; Ch. 7; Franchises, brands, and licenses --; Ch. 8; The development team --; Ch. 9; External resources --; Ch. 10; Project lifecycle and documents --; Ch. 11; Managing development --; Ch. 12; The business --; Ch. 13; Breaking in --; Ch. 14; The hero's journey N2 - "Game Design, Second Edition offers a behind-the-scenes look at how a game gets designed and developed - from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources. It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role is in the industry, understanding this entire process will help you do your job better. And if you're looking to break in, you'll find knowledge here that is usually attained only after years in the trenches."--BOOK JACKET ER -