Synopses & Reviews
This book will introduce both aspiring and professional designers to the exciting and fast-paced world of gameplay system design. Designing successful next-generation console games has become an increasingly complicated business as gamers are demanding more features and more complexity in the games that they play. More than ever, game designers are faced with the challenge of balancing consumer expectations with strict marketing requirements, schedule deadlines and budget limitations. With a hands-on, practical approach, Game Development Essentials: Gameplay Mechanics will teach readers how to approach game design in an efficient way that will meet the objectives of the target audience, as well as the businesses that fund their development, by approaching game design as an interaction of various systems, instead of individual, unique but unrelated features. With an end goal of creating exciting, dynamic, and engaging games, this book will help readers navigate the options and make intelligent choices in their game design.
About the Author
Troy Dunniway is an award-winning video game designer, director, and producer and has had a lead role in companies such as Microsoft, Electronic Arts, Westwood Studios, Ubisoft, Insomniac Games, Midway, and Brash Entertainment. Troy has been the creative lead on Ratchet: Deadlocked and Tom Clancy's Rainbow Six: Vegas. Munch's Oddysee, Fable, Crimson Skies, and Mercenaries have won numerous Game of the Year and Game Design of the Year awards. Troy has shipped games for every console and in almost every genre, giving him a variety of experience in third-party independent development, first-party internal development, and publishing. He speaks regularly at the Game Developers Conference, SIGGRAPH, E3, and other international events and lectures at universities on game design and development. Troy is the Chair of Gaming for the SIGGRAPH 2010 national convention and is working to expand the presence of gaming in the worldwide graphics industry. Jeannie Novak is the lead author and series editor of the widely acclaimed GAME DEVELOPMENT ESSENTIALS series (with over 15 published titles), co-author of PLAY THE GAME: THE PARENT'S GUIDE TO VIDEO GAMES, and co-author of three pioneering books on the interactive entertainment industry--including CREATING INTERNET ENTERTAINMENT. She is also co-founder of Novy Unlimited and CEO of Kaleidospace, LLC (dbaIndiespace), providing curriculum development and consulting services for corporations, educators, and creative professionals in games, music, film, education, and technology.Novak served as director of the Game Art and Design and Media Arts and Animation programs at the Art Institute Online and has taught game courses at UCLA, Art Center College of Design, DeVry University, Westwood College, ITT Technical Institute, and the Academy of Entertainment and Technology at Santa Monica College. She holds a B.A. in mass communication/business administration from UCLA and an M.A. in communication management from the Annenberg School at USC. She also serves on the Online Gameplay Committee for the Academy of Interactive Arts &Sciences and has served on the executive boards of the International Game Developers Association (Los Angeles) and Women in Games International. An accomplished composer and performer, Novak was chosen as one of the 100 most influential people in technology by MicroTimesmagazine and has been profiled by CNN, Billboard Magazine, the Sundance Channel, Daily Variety, and the Los Angeles Times.
Table of Contents
Gameplay Systems Gameplay Design Overview Defining Fun Working with Restrictions Where to Begin Getting Started with a Design Establishing a Vision Understanding Process Developing a Process Establishing a Design Process The Game's Heart Context Sensitivity Camera Systems Control Mechanics Movement Systems Object Systems Combat Systems Infusing Life Create a Character Enemies Character Design Cohesion Creating Intensity and Excitement Immersion Freedom Interactivity Emergent Gameplay Creating Emergence Creating Diversity Creating Depth. Maximizing Depth Chapter 8 Creating Progression Key chapter questions Creating Progression Systems Creating Inventory Systems Determining Progression Repetition Repetitive Storylines Repetitive Levels Repetitive Enemies Solutions for Repetition Putting it All Together