Search results for: andrew-rollings-and-ernest-adams-on-game-design

Andrew Rollings and Ernest Adams on Game Design

Author : Andrew Rollings
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The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others.

Fundamentals of Game Design

Author : Ernest Adams
File Size : 44.46 MB
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Game design is the most fundamental skill you need for a career in the video game industry. Noted authors and game developers Ernest Adams and Andrew Rollings lead you through the concepts, principles, and techniques for designing an entire video game. The first half of the book gives you the necessary groundwork for creating worlds, characters, stories, gameplay, core mechanics, and a user interface. It also shows you a process by which to approach the task. The second half of the book applies the principles of the first half to the most common game genres on the market today including action games, strategy games, role-playing games, and vehicle simulations.

Patterns in Game Design

Author : Andrew Rollings
File Size : 31.71 MB
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A follow-up guide that applies lessons learned in GAD to real-world projects producing a set of design patterns specific to game development. Expanding upon design and architecture lessons learned in "Game Architecture and Design, " this companion book introduces design patterns that are common to all types of games.

Game Design

Author : Source Wikipedia
File Size : 75.16 MB
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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 76. Chapters: Game designers, Video game design, Video game music, Sprite, Gameplay, Game mechanics, User-generated content, Open world, Level design, Emergent gameplay, Replay value, 3D modeling, Game balance, Nicklas Nygren, HUD, Cutscene, List of books about video games, Dynamic game difficulty balancing, Password, Context-sensitive user interface, Evolver, Scrolling, Gold sink, Kingmaker scenario, List of game designers, Pre-rendering, Super Nintendo Emulator SE, Skybox, .MDX, Josh Holmes, Flip-screen, House rule, Streaming audio in video games, Loading screen, Lightmap, Simultaneous action selection, Simon Phipps, Head swap, Warp zone, Wilfrid Short, Apex Computer Productions, Chris Rhinehart, Chris Crawford on Game Design, Palette swap, David Parlett, First playable demo, Lusory attitude, Jon MacLellan, Dynamic music, MDA framework, 21st Century Game Design, Ludonarrative, The Art of Computer Game Design, Mateusz Skutnik, TecMagik, Game Design Workshop, Andrew Rollings and Ernest Adams on Game Design, Scripted sequence, Roppyaku Tsurumi, Eikichi Kawasaki, Impulse-based turn system, Jason Merchant, Environment artist, Virtual finance, Lame duck, Game Development Series.

Theory of Fun for Game Design

Author : Raph Koster
File Size : 34.89 MB
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Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

An Architectural Approach to Level Design

Author : Christopher W. Totten
File Size : 83.11 MB
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Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Persuasive Games

Author : Ian Bogost
File Size : 31.45 MB
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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Books about Video Games

Author : Source Wikipedia
File Size : 42.99 MB
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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Commentary (books not included). Pages: 31. Chapters: 1001 Video Games You Must Play Before You Die, 21st Century Game Design, Andrew Rollings and Ernest Adams on Game Design, A Theory of Fun for Game Design, Bits, Sticks, and Buttons., Blue Wizard Is About To Die!, Chris Crawford on Game Design, Designing Virtual Worlds, Everything Bad Is Good for You, Extra Lives: Why Video Games Matter, Fantasy Freaks and Gaming Geeks, Frog Trainer's Handbook, From Sun Tzu to Xbox, Fun Inc, Game Design: From Blue Sky to Green Light, Game Design: Theory and Practice, Game Design Workshop, Game Over (book), Grand Theft Childhood, Halcyon Days (book), Half-Life 2: Raising the Bar, High Score!: The Illustrated History of Electronic Games, Ken Uston's Guide to Buying and Beating the Home Video Games, List of books about video games, List of novels based on video games, Masters of Doom, Nintendo Player's Guide, Phoenix: The Fall & Rise of Videogames, Power-Up: How Japanese Video Games Gave the World an Extra Life, Racing the Beam: The Atari Video Computer System, Rogue Leaders: The Story of LucasArts, Rules of Play, SMARTBOMB: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution, The Art of Computer Game Design, The Book of Games Volume 1, The Book of Games Volume 2, The King's Quest Companion, Trigger Happy (book), Video Game Bible, What to Do After You Hit Return or P.C.C.'s First Book of Computer Games. Excerpt: The following is a list of books on computer and video games, which range from development, theory, history, to art books. See also: List of books based on computer and video games. 8 Bits of Wisdom: Video Game Lessons for Real Life's Endbosses(ISBN 978-1466328860) by Andy SchindlerAndrew Rollings and Ernest Adams on Game Design(ISBN 1-59273-001-9) by Andrew Rollings, Ernest W. Adams.The Art of Computer Game Design(ISBN 0-88134-117-7) by Chris Crawford is attributed by Wolf & Perron in The Video Game Theory Reader as being the first book devoted to the theory of video games. It was originally published in Berkeley, California by McGraw-Hill/Osborne Media in 1984. The original edition is now out-of-print but available for free download from a site maintained by Washington State University, Vancouver.Character Development and Storytelling for Games(ISBN 1-59200-353-2) by Lee Sheldon. This book is part of the Game Development Series.The Art of Gaming and Cloning(ISBN 1-69999-353-2) by Brandy Manda. This book is part of the Skills to Go Series.Chris Crawford on Interactive Storytelling(ISBN 0-321-27890-9) by Chris Crawford.Creating Emotion in Games: The Craft and Art of Emotioneering(ISBN 1-59273-007-8) by David Freeman.Designing Virtual Worlds(ISBN 0-1310-1816-7) by Richard Bartle. Definitive work on MMO/virtual world development.Developing Online Games: An Insider's Guide(ISBN 1-59273-000-0) by Jessica Mulligan, Bridgette Patrovsky.Digital Gameplay: Essays on the Nexus of Game and Gamer(ISBN 0-7864-2292-0) edited by Nate Garrelts.Expressive Processing: Digital Fictions, Computer Games, and Software Studies(ISBN 978-0262013437) by Noah Wardrip-Fruin, Assistant Professor at University of California, Santa Cruz.Extra Lives: Why Video Games Matter(ISBN 978-0-307-37870-5) by Tom BissellFun Inc.: why games are the 21st century's most serious business(ISBN 0-7535-1985-2) written by Tom Chatfield. A cultural and intellectual exploration of the multiple roles played by games i

Interactive Storytelling for Video Games

Author : Josiah Lebowitz
File Size : 56.29 MB
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What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices

Author : Connolly, Thomas
File Size : 23.55 MB
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Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

Game Face

Author :
File Size : 35.1 MB
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Video Game Culture Introduction

Author : Source Wikipedia
File Size : 76.98 MB
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Purchase includes free access to book updates online and a free trial membership in the publisher's book club where you can select from more than a million books without charge. Chapters: Zx Spectrum Demos, Video Game Content Rating System, Lan Gaming Center, Family Entertainment Protection Act, Fnatic, Video Mods, Prima Games, Gamecity, Video Game Orchestra, World of Spectrum, Gamepro Tv, Doomworld, Major League Online, Games, Learning

Strategy Games

Author : Dave Morris
File Size : 21.20 MB
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This environmentally aware activity book includes 26 realistic sticker images depicting an anteater, an armadillo, parrots, butterflies, a frog, monkeys, and other animals. Simply apply them to the laminated backdrop of a rain forest dense with vegetation. Design as many exotic scenes as you want by rearranging the reusable peel-and-apply stickers.

Siegener Periodicum zur internationalen empirischen Literaturwissenschaft

Author :
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Game Writing

Author : Chris Mark Bateman
File Size : 60.5 MB
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As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. This book addresses these issues. It is suitable for both beginners and experienced writers.

Game Development Essentials Game Artificial Intelligence

Author : John Ahlquist, Jr.
File Size : 60.24 MB
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Written by experts with years of gaming industry experience developing today’s most popular games, Game Development Essentials: Game Artificial Intelligence provides an engaging introduction to real world game artificial intelligence techniques. With a clear, step-by-step approach, the book begins by covering artificial intelligence techniques that are relevant to the work of today’s developers. This technical detail is then expanded through descriptions of how these techniques are actually used in games, as well as the specific issues that arise when using them. With a straightforward writing style, this book offers a guide to game artificial intelligence that is clear, relevant, and updated to reflect the most current technology and trends in the industry. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Game Development Essentials Online Game Development

Author : Rick Hall
File Size : 38.29 MB
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With an innovative, business-model approach, Game Development Essentials: Online Game Development provides the essentials needed to achieve long-term success with Massively Multiplayer Online Games (MMOGs). This book takes a significant and valuable departure from traditional game development books by addressing MMOG development as a complex, multi-faceted, service-oriented business, instead of focusing solely on technical, artistic, or design techniques. The resulting multi-dimensional focus allows readers to design their game and organize their development process with the entire business in mind. Coverage includes the key differences between single player games and MMOGs, as well as how the various components of the development process, such as the business model, marketing plan, gaming community and technical constraints, influence one another and determine the success of the MMOG. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

The Art of Producing Games

Author : David McCarthy
File Size : 72.59 MB
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Analyzes aspects of designing and building a successful videogame, from initial concepts, sketches, and storylines, through early prototypes built for testing gameplay, to the full-scale production of the component elements--script, storyboards, screenplay, graphics, video, music, sound effects, and code. Original. (Beginner)

Creating the Art of the Game

Author : Matthew Omernick
File Size : 43.37 MB
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If you have some experience with Maya or 3ds max and some knowledge of Photoshop or Painter, Creating the Art of the Game will take you through the process and the associated responsibilities of making a videogame - from an artist's point of view. Learning the ins and outs of particular software packages and playing the latest games won't make you a dynamic game artist: They'll make you a great technician. To make the jump to being a professional game artist, you need to adapt your traditional art skills to the digital media.

The British National Bibliography

Author : Arthur James Wells
File Size : 89.20 MB
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