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Game Design : a Practical Approach -with CD (07 Edition)

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Game Design : a Practical Approach -with CD (07 Edition) Cover

 

Synopses & Reviews

Please note that used books may not include additional media (study guides, CDs, DVDs, solutions manuals, etc.) as described in the publisher comments.

Publisher Comments:

Game Design: A Practical Approach is written for new game designers, practicing designers, and serious gamers wanting to create their own designs. Throughout the pages of this book, you'll find a complete and practical introduction to the craft of game design, starting at square one with an exploration of just what a game and game design are. From there you'll explore the skills you need to have as a game designer and learn when and how to use them. Then you'll dive into the very practical nuts and bolts of a number of vital game design topics, including how to balance gamplay? what is risk-reward? how do you scale challenge? And along the way, you'll learn the scripting language, Lua, and work with a sample game as you test and explore the game design concepts being discussed. The book is packed with the invaluable insights and tips you need to master the art of game design, including a variety of "from the trenches" sidebars by some of the industry's top game designers. So whether you're a new designer, experienced professional, or serious gamer, you'll find the tools and wisdom you need to succeed as a game designer.

Book News Annotation:

In this book/CD-ROM package, Schuytema, a professional game developer and an educational technology specialist for the University of Illinois, introduces the craft of game design for new and practicing designers, and serious gamers who want to create their own designs. The author teaches game design from concept to delivery through the creation of a sample game using a simple scripting language called Lua and a DX9 game shell. Techniques covered are applicable across the PC and game console platforms. Game design industry veterans reveal their secrets in sidebars throughout the book, and techniques are illustrated with b&w screen shots. The accompanying CD-ROM contains the demo game, a 2D game engine, Lua scripts, and other tools.
Annotation ©2006 Book News, Inc., Portland, OR (booknews.com)

Book News Annotation:

In this book/CD-ROM package, Schuytema, a professional game developer and an educational technology specialist for the University of Illinois, introduces the craft of game design for new and practicing designers, and serious gamers who want to create their own designs. The author teaches game design from concept to delivery through the creation of a sample game using a simple scripting language called Lua and a DX9 game shell. Techniques covered are applicable across the PC and game console platforms. Game design industry veterans reveal their secrets in sidebars throughout the book, and techniques are illustrated with b&w screen shots. The accompanying CD-ROM contains the demo game, a 2D game engine, Lua scripts, and other tools. Annotation ©2006 Book News, Inc., Portland, OR (booknews.com)

Synopsis:

Game Design: A Practical Approach teaches new game designers, students, and hobbyists the fundamentals of game design through the design and creation of a simple game. Written by a veteran game designer, this book is packed with invaluable insights and tips. It also includes a variety of ?from the trenches? sidebars by some of the industry?s top game designers. The book introduces core game design concepts, from the most basic (what is a game? what are victory conditions?) to the more advanced (how do you balance play? what is risk-reward? how do you scale challenge?). Using the example game, the book covers the entire game design process from concept to delivery. The techniques covered are applicable across the PC and game console platforms. All of the game examples are delivered via a simplified Lua script and a robust DX9 game shell, allowing non-programmers /designers to implement each phase of the design process. After working through this book, new designers and non-programmer will be able to modify the example game and work to create their own game designs.

About the Author

Paul Schuytema (Monmouth, IL) has been a professional game developer for over ten years and in that time spoke at the previous ten GDC conferences. He has produced and designed over twenty games. Schuytema wrote more than 200 professional articles and authored or co-authored over a dozen books. He teaches college-level creative writing and journalism, and he received the Governor¿s 2002 Entrepreneurial Success Award in Illinois. He is the primary scriptor for Magic Lantern.

Table of Contents

Foreword, Introduction, Part One: Introduction to Game Design: Ch. 1 What is Game Design?, Ch. 2 What Does a Game Designer Do?, Ch. 3 Doing Your Homework (what you need to study and learn as a designer), Ch. 4 The Design Document (a designers blueprint for success, what it is, what it needs, and starting on our own document), Ch. 5 Learning our Tools (learning the books baseline game engine and a quick Lua scripting tutorial), Part Two: Core Game Design Concepts: Ch. 6 The Atoms of a Game (the player as an agent for change, etc.), Ch. 7 Player Perception (what the player actually perceives and feels), Ch. 8 Challenge and Pattern Recognition (how to craft challenge and take advantage of patterns), Part Three: Designing a Game: Ch. 9 User Interface (the core elements of UI design), Ch. 10 Interaction Design, Ch. 11 Puzzle Design, Ch. 12 Environment Design, Ch. 13 Conflict Design and Balancing, Ch. 14 Scenario Design, Ch. 15 Risk-Reward (creating moments of player choice), Ch. 16 Storytelling, Ch. 17 Artificial Intelligence, Ch. 18 Next Steps, Appendix A About the CD-ROM, Index

Product Details

ISBN:
9781584504719
Author:
Schuytema, Paul
Publisher:
Charles River Media
Author:
Schuytema, Paul (Paul Schuytema)
Subject:
Programming
Subject:
Computer games
Subject:
Video & Electronic - General
Subject:
Video & Electronic
Subject:
Entertainment & General
Subject:
Game development schools; game Business models; game design; game demographics; storytelling; narrative; game genres; interface design
Subject:
Computer games -- Programming.
Subject:
Computer Graphics - Game Programming
Subject:
Game development schools
Subject:
game Business models
Subject:
game design
Subject:
game demographics
Subject:
Storytelling
Subject:
Narrative
Subject:
game genres
Subject:
Interfacedesign
Subject:
Games-Video Games
Subject:
General Computers
Copyright:
Edition Description:
Paperback
Series:
Charles River Media Game Development
Publication Date:
July 2006
Binding:
TRADE PAPER
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
Y
Pages:
420
Dimensions:
9.20x7.34x1.16 in. 2.22 lbs.

Related Subjects

Hobbies, Crafts, and Leisure » Games » Video Games

Game Design : a Practical Approach -with CD (07 Edition) Used Trade Paper
0 stars - 0 reviews
$34.00 In Stock
Product details 420 pages Charles River Media - English 9781584504719 Reviews:
"Synopsis" by , Game Design: A Practical Approach teaches new game designers, students, and hobbyists the fundamentals of game design through the design and creation of a simple game. Written by a veteran game designer, this book is packed with invaluable insights and tips. It also includes a variety of ?from the trenches? sidebars by some of the industry?s top game designers. The book introduces core game design concepts, from the most basic (what is a game? what are victory conditions?) to the more advanced (how do you balance play? what is risk-reward? how do you scale challenge?). Using the example game, the book covers the entire game design process from concept to delivery. The techniques covered are applicable across the PC and game console platforms. All of the game examples are delivered via a simplified Lua script and a robust DX9 game shell, allowing non-programmers /designers to implement each phase of the design process. After working through this book, new designers and non-programmer will be able to modify the example game and work to create their own game designs.
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