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$29.99 Add to Cart

GAME DESIGN PERSPECTIVES 2002 Softcover with CD FREE Shipping

GAME DESIGN PERSPECTIVES 2002 Softcover with CD  FREE Shipping

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  • Description
GAME DESIGN
PERSPECTIVES

Softcover Book edited by Francois Dominic Laramee
Copyright 2002 by CHARLES RIVER MEDIA, INC.

This classic book says:

" Gain insightful tips and techniques from a variety of game designers

Explore design issues for a variety of genres and platforms

Learn new ideas for character and story development

Investigate how to manage a game development business "

" ON THE CD-ROM
Several design treatments, including one for the game Mephistophoria ,
an outline design document described in the book, and demostration
version of two screenwriting programs from Screenplay Systems Inc.,
StoryView and Movie Magic Screenwriter 2000. "

" Contents

Preface
Acknowledgments
About the Authors

PART 1 DESIGN DOCUMENTS

1.0 Introduction

1.1 Writing Effective Design Treatments
Francois Dominic Laramee

1.2 Online Design Documents
Drew Sikora

1.3 Writing the Adventure Game
Bruce Onder

1.4 The Designer's Best Friends
John Dennis

1.5 When Good Design Goes Bad
John Dennis

PART 2 GAME DESIGN THEORY

2.0 Introduction

2.1 World Building: From Paper to Polygons
Joshua Mosqueira

2.2 Balancing Gameplay Hooks
Geoff Howland

2.3 Meaningful Game Mechanics
Charlie Cleveland

2.4 Know Your Meta-Game
Sim Dietrich

2.5 Pros and Cons of Hit Point Systems
Jonathon Schilpp

2.6 Alternatives to Numbers in Game Design Models
Francois Dominic Laramee

2.7 Increasing Challenge without Frustrating Players
Marcin Szymanski

2.8 Nine Trade-Offs of Game Design
Francois Dominic Laramee

2.9 Pacing in Action Games
Joe Hitchens

2.10 Adapting Licensed Properties
Daniel Tanguay and Brent Boylen

2.11 Warning Signs of Faulty Game Design
Sim Dietrich

2.12 Elements of Level Design
Francois Dominic Laramee

PART 3 USER INTERFACES

3.0 Introduction

3.1 Six Principles of Users Interaction
Sim Dietrich

3.2 Breaking the Looking Glass: Designing Users Interfaces
for 3D Computer Games
Sean Timarco Baggaley

3.3 Camera Control Systems for 3D Games
Wayne Imlach

3.4 Learning Artistic Articulation without Reinventing the Wheel
Adam Baratz

3.5 The Game Save
Wayne Imlach

PART 4 GENRES AND PLATFORMS

4.0 Introduction

4.1 Turn-Based Game Design
Bruce Onder

4.2 Wireless Game Design
Stefan Petterson

4.3 Designing Gameplay for Interactive Television
Bruce Onder

4.4 Memory-Friendly Design for Small Platforms
Alexandre Ribeiro

4.5 Online Interactive Patterns
Markus Friedl

4.6 Special Issues in Multiplayer Game Design
Joe Hitchens

4.7 Online Persistence in Game Design
Drew Sikora

PART 5 CHARACTERS AND STORYTELLING

5.0 Introduction

5.1 Storytelling in Computer Games
Drew Sikora

5.2 Show and Tell: Applying Screenwriting Techniques
to Computer Games
Sean Timarco Baggaley

5.3 Comedy in Games
Francois Dominic Laramee

5.4 Storytelling in Level-Based Game Design
Bruce Onder

PART 6 THE USER COMMUNITY

6.0 Introduction

6.1 But What If the Player is Female?
Sheri Graner-Ray

6.2 Designing for Online Community
David Michael

6.3 Character Interaction Outside the Game World
Ben Carter

6.4 Utilizing the Consumer-Making the Most of Modding
Wayne Imlach

6.5 Following Up after the Game is Released: It's Not over
When It's Over
Tom Sloper

6.6 Games for Young Children
Ruud van de Moosdjik

PART 7 MANAGING & GAME DEVELOPMENT BUSINESS

7.0 Introduction

7.1 Building (and Keeping) a Great Game Development Team
Barbara Walter

7.2 Showing Publishers What They Want to See
Jay Powell

7.3 Introduction to Contract Negotiation
Jay Powell

7.4 Negotiating a Freelance Game Design Contract
Bruce Onder

7.5 Keeping Your Team Motivated
Geoff Howland

7.6 Managing External Development Teams: Hand Me the Remote
Tom Sloper

7.7 Total Quality Control in Game Development
Chris Cambell

7.8 Using Focus Groups to Proof Design Ideas
Charlie Cleveland

Appendix A: About The CD-ROM

Index "

This book is in very good condition with only minor wear.
No torn or ripped pages.
No markings or writing.

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