Synopses & Reviews
Filled with tips and techniques from veteran game designers at Sony, Blizzard, Disney, LucasArts, Activision, 3DO, and many others!
Plan, design, and create enthralling game environments complete with richly animated characters and objects by applying the expert techniques described in this one-of-a-kind resource. Veteran game developer Tom Meigs covers the foundations of game design, including previsualization, level stubbing and layout, lighting, texturing, behavior scripting, and using particles, and explains in detail each stage of game development and design. Each chapter features an in-depth interview with a game industry expert as well as case a study based on Tom's real-world experiences working on Sony PlayStation games and various other projects. Plus, you'll get priceless advice on how to get into the game development industry now with details on the different types of jobs available.
- Develop a comprehensive previsualization process for your game project
- Create topographic maps and reference drawings for level planning and layout
- Build up your game scenes with lighting, texturing, particles, effects, and audio
- Place actors, props, and items and tune specific camera details
- Learn about game design by genre--sports, fighting, RTS, role-playing, FPS, sims, MMOG, and others
- Develop and design games for wireless devices including PDAs and mobile phones
- Implement a testing loop
- Learn how to avoid mistakes and set yourself up for success
Build games with techniques and insights from a pro. Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting. Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more.
Focuses on environment (world building) and behaviour scripting which are the mechanics of building games regardless of the genre. Every technique in the book can be done using free tools, including Python and J2ME.
About the Author
McGraw-Hill authors represent the leading experts in their fields and are dedicated to improving the lives, careers, and interests of readers worldwide
Table of Contents
2: Level Planning and Building
3: Lighting, Texturing, Particles, Effects, and Audio
4: Actors, Props, Items, and Camera Details
5: Design by Genre
6: Scripting Action Events
7: Quality Assurance and Play-Test Feedback
8: Design Considerations for Massively Multiplayer Online Games
9: Cell Phones and Wireless Gaming
10: Getting Started in Game Development
11: Game Development Career Choices
A: Reference Information
B: Tools Discussed
C: Career Guideline Worksheet
D: Quick Topic Summary for Designers
E: Ultimate Baseball Online Gallery