CONTENTS

Introduction

CHAPTER 1 Game Design Origins

What Is a Game?

Why Are There Rules?

Cheaters?

Chance

History: Going Way Back

Leisure Games

Playing at War

Going Electronic

The Brown Box

And Now We Are Digital

Put Another Quarter In!

Game Boy and More

The Essentials and Beyond

CHAPTER 2 Gameplay Styles

What Defines a Gameplay Style?

Role-Playing Games

Action Games

Adventure Games

Action-Adventure Games

Shooters

Simulations

Strategy Games

Clustering Game Types

Designing for a Specific Audience

Casual Games

Hardcore and Core Games

Multiplayer Games

Playing for Fun and to Learn

Serious Games

Educational Games

Entertainment Software Rating Board

The Essentials and Beyond

CHAPTER 3 Core Game Design Concepts

Writing the Game

Loglines

Creating Game Lore

Fans and Game Lore

Developing the Script

Writing Dialogue

Testing Gameplay

Compiling the Game Doc

Preparing Pitches

Creating the Characters

Design

Personality/Abilities

Bosses

Quest Givers

Designing Props

Creating Environments

2D/3D

The Physics of the World

Interactivity with the Environment

Understanding the Basics of Animation

Navigating the World

Understanding Cinematics and Cutscenes

The Essentials and Beyond

CHAPTER 4 Visual Design

Developing Concept Art

Where Do You Start?

Inspiration and Originality

Designing Original Characters

Where to Find Inspiration for Original Designs

Functionality of Characters

Functionality of the Interface

Backgrounds

Understand the Physics of the World

Previsualization

Storyboards

Animatics

Pitches and Vertical Slices

The Essentials and Beyond

CHAPTER 5 Detailed Development of Visuals

Overview of Designing Graphics

Who Is Your Audience?

Demographic Traits

Researching Game Sales

What Do They Have in Common?

Camera Angles

Bird's-Eye View

Side-Scrolling

Faux 3D Backgrounds

3D Models

Rigging

Cel Shading

Color, Texture, and Lighting

Painting 2D Images

Painting 3D Images

Animation

Characters, Props, and Vehicles

Clickable Items

The Essentials and Beyond

CHAPTER 6 Navigation and Interfaces

Guides for the Player

Languages

Everything Needs to Be Tested!

Launch Icons

Launch!

Interface Design

GUI and HUD

Important Aspects of the UI

Spatial Relationships

Different Types of Screens

Licenses

Splash Art

Loading Screens

Main Menu

Instructions

Options

Toolbar

Scores

Exit

Pop-Ups

Testing!

The Essentials and Beyond

CHAPTER 7 Designing Levels and the Game Design Document

Level Design

Determining Waypoints

Research!

OK, Now What?

Adding Gameplay

How the Narrative Figures into Level Design

How Large to Make the Level

Level Editors

Levels and Their Genres

Spatial Design

Hub-and-Spoke Design

What Is in the Hub?

What Are the Spokes?

The Game Design Document

The Essentials and Beyond

CHAPTER 8 Sound

Organization and Planning

Charting Work

What Sounds Will You Need?

Music

Audio Producers and Composers

Breaking Down Music Types

Ambient Sound

Sampling

Foley and Remote Recording

Original Sounds

Editing Software and File Formats

Sound Effects

Weapons

Interfaces

Speech

Dialogue

Cinematics

Sound-Based Computer Games

The Essentials and Beyond

CHAPTER 9 Job Descriptions, Game Tracking, and Legal Issues

Job Descriptions

Game Developer

Game Designer

Creative Director

Producer

Art Director

Leads

Audio Director

Animation Director

Writer

Level Designer

System Designer

Interface Designer

World Builder

Q/A (Tester)

Technical Director

Programmer

Animator

Modeler

Rigger

Pipelines

Production Phases

Builds

Tracking Progress

Copyrights and Licenses

Copyrights

PMCs

Trademarks

Standards

Licenses

The Essentials and Beyond

CHAPTER 10 Distribution and Marketing

Platforms

PC

Micro-Transactions

Property Rights Issues

Development for the Home Computer Market

Unity

Consoles

Handheld

Mobile

Arcade

Online

MMOGs

Social Games

Portals

Using Games for Marketing

Product Placement

In-Game Ads

Advergames

Sponsorship

Marketing of Games

Viral Marketing

Web Presence

Marketing to the Demographic

Reviews and Endorsements

Beta Testing

Conferences

The Essentials and Beyond

APPENDIX A Answers to Review Questions

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Chapter 8

Chapter 9

Chapter 10

APPENDIX B Education, Training, and Working in Games

Education

Getting Started in the Field

Entry-Level Jobs

Internships

Applying for Jobs and Internships

The Flatbook (Portfolio)

Flatbooks Are Rarely Returned

Binding Flatbook Materials

Types of Flatbooks

Reel Types (Digital)

Types of Animation Reels

Types of Modeling Reels

Web Portfolios

Copyright

Materials for Other Positions

Resume and Cover Letter

Networking

APPENDIX C Game Design Document

Red Harvest Overview

Player Characters

Sam Wells (Player Character 1)

Job Waters (Player Character 2)

Narrative

The Story of Red Harvest

Red Harvest Matinees

Levels

Level Design Metrics

Level 1—Farm

Interface—HUD

HUD Design

Index

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