Synopses & Reviews
If you are a fan of the first edition of this book (0761531653), then you won't want to miss this new edition! Building upon the success of the first edition, Bob Bates again presents information valuable to game developers while updating the examples with real world case studies and behind-the-scenes stories from industry experts. It serves as a practical guide to anyone interested in game design. Unlike its competition, this book discusses the business side of how games get into the retail market, and how commercial concerns can affect design. It also examines the individuals on a development team, discussing their duties and how each affects the overall game design. Divided into four integral sections, this book comprehensively covers each topic: design principles common to all genres, problems specific to individual genres (aided by interviews with prominent designers in these fields), the development team and the game-building process, and business considerations that can affect game design.
Synopsis
"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 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 only attained after years in the trenches.
Synopsis
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.
Synopsis
Have you ever wondered how a game goes from being a concept to being an actual product? Do you want to know what steps you need to take to get your game on the shelf next to Baldur's Gate(TM) and MechWarrior(TM) 4? Well, Game Design: The Art and Business of Creating Games will answer these questions and more! It will tell you how to make your dreams of designing a game into a reality. Offering advice and insight on everything from how to get a foot in the door to what to do once inside, this is a true inside scoop on the industry. You'll find out how to license a game, settle contract issues, and demonstrate the game to prospective companies. This is a comprehensive resource for turning game design into a career.
About the Author
In 1989, Bob co-founded Legend Entertainment and served as its President until the company¿s 1998 sale to GT Interactive (now Atari). He continued as Legend¿s Studio Head and as an active game designer/producer until the studio closed in January of 2004. Bob is a frequent speaker at industry conferences and events, and he is also the co-founder and organizer of the Game Designer¿s Workshop, an annual invitation-only conference attended by many of the top storytelling game designers in the business. Bob is the author of one of the industry¿s bestselling books on game development, "Game Design: The Art and Business of Creating Games" (Premier Press/Course PTR), which is currently being used as a textbook by several colleges and universities. He is also the editor of the "Game Developer¿s Market Guide" (Premier Press/Course PTR) and "Game Design, Second Edition".
Table of Contents
Part I Design: 1. Getting to "Yes" 2. Principles of Game Design 3. Genre-Specific Game Design Issues 4. Storytelling 5. Level Design 6. Designing the Puzzle 7. Franchises, Brands, and Licenses Part II Teams: 8. The Development Team 9. External Resources Part III Development: 10. Project Lifecycle and Documents 11. Managing Development Part IV The Business: 12. The Business 13. Breaking In Part V Conclusion: 14. The Hero's Journey Part VI Appendices: A. Project Documents B. Resources