Book description
Want to design and build cutting edge video games? Not sure where to start? Or just want to tweak the projects you're already working on?
Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maximo vs. Army of Zen and SpongeBob Squarepants. This book is full of Rogers' whit and funky style which demonstrates everything you need to know about designing great video games.
Level Up! has been written with all levels of game designers in mind. The first chapter is aimed at readers new to game designing…but if you're not a beginner then feel free to skip the first chapter and delve straight in to the serious stuff!
It covers the entire video game creation process, allowing you to learn:
How to develop marketable ideas
What perils and pitfalls await them during a game's pre-production, production and post-production stages
Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
Understanding what gamers want
Compelling character design
Working with player actions
Techniques for non-human characters
Camera techniques - the camera as a character
Designing UI and HUD
Beautiful level design
What game designers can learn from theme parks
Combat, puzzles and game mechanics
Fun and UNFUN
How to make the world's greatest Boss battle (and why not to do it)
and tons more - including the business of design, creating design documents, the pitch and more.
Table of contents
- Copyright
- Publisher's Acknowledgments
- FOREWORD
- ABOUT THE AUTHOR
- PRESS START!
- ACKNOWLEDGMENTS: EVERYTHING I LEARNED ABOUT WRITING A BOOK
- 1. WELCOME, N00BS!
- 2. IDEAS
- 3. WRITING THE STORY
- 4. YOU CAN DESIGN A GAME, BUT CAN YOU DO THE PAPERWORK?
-
5. THE THREE CS, PART 1—CHARACTER
- 5.1. FORM FOLLOWS FUNCTION
- 5.2. PERSONALITY: DO WE REALLY NEED ANOTHER BADASS?
- 5.3. LET'S GET PERSONAL
- 5.4. FINALLY, WE TALK ABOUT GAMEPLAY
- 5.5. WHY WALK WHEN YOU CAN RUN?
- 5.6. THE ART OF DOING NOTHING
- 5.7. MIGHT AS WELL JUMP
- 5.8. HOISTS AND TEETERS
- 5.9. WHAT GOES UP, MUST FALL DOWN
- 5.10. THE WATER'S FINE... OR IS IT?
- 5.11. BE KIND TO OUR FOUR-LEGGED FRIENDS
- 5.12. USING ALL OF THE PARTS
- 5.13. WE ARE NOT ALONE
- 5.14. WHO ARE THE PEOPLE IN YOUR NEIGHBORHOOD?
- 5.15. Level 5's Universal Truths and Clever Ideas:
-
6. THE THREE CS, PART 2—CAMERA
- 6.1. GET IT RIGHT: CAMERA VIEWS
- 6.2. FIRST PERSON CAMERA
- 6.3. THIRD PERSON CAMERA
- 6.4. GIVING UP CONTROL
- 6.5. TWO AND A HALF D
- 6.6. ISOMETRIC CAMERA
- 6.7. TOP-DOWN CAMERA
- 6.8. SPECIAL CASE CAMERAS
- 6.9. TUNNEL VISION
- 6.10. CAMERA SHOT GUIDE
- 6.11. CAMERA ANGLE GUIDE
- 6.12. CAMERA MOVEMENT GUIDE
- 6.13. OTHER CAMERA NOTES
- 6.14. MULTIPLE PLAYER CAMERAS
- 6.15. Level 6's Universal Truths and Clever Ideas:
- 7. THE THREE CS, PART 3—CONTROLS
-
8. SIGN LANGUAGE—HUD AND ICON DESIGN
- 8.1. HEALTH BAR
- 8.2. TARGETING
- 8.3. AMMO GAUGE
- 8.4. INVENTORY
- 8.5. SCORE
- 8.6. RADAR/MAP
- 8.7. CONTEXT-SENSITIVE PROMPT
- 8.8. THE CLEAN SCREEN
- 8.9. ICON HAS CHEEZBURGER3?
- 8.10. DON'T GET QTE
- 8.11. HUDS, AND WHERE TO STICK 'EM
- 8.12. THERE ARE OTHER SCREENS THAN THE HUD
- 8.13. THE PAUSE THAT REFRESHES
- 8.14. A FINAL WORD ON FONTS
- 8.15. Level 8's Universal Truths and Clever Ideas:
-
9. EVERYTHING I LEARNED ABOUT LEVEL DESIGN, I LEARNED FROM LEVEL 9
- 9.1. THE TOP 10 CLICHÉ VIDEO GAME THEMES
- 9.2. THE NAME GAME
- 9.3. EVERYTHING I LEARNED ABOUT LEVEL DESIGN, I LEARNED FROM DISNEYLAND
- 9.4. THE BEAT CHART
- 9.5. RE-USING RE-USE
- 9.6. THE GARY GYGAX MEMORIAL MAPPING SECTION
- 9.7. THE DAVE ARNENSON MEMORIAL MAPPING SECTION
- 9.8. WRAPPING UP MAPPING
- 9.9. ILLUSIONAL NARRATIVE
- 9.10. GRAY MATTERS
- 9.11. LEAVE THE TRAINING LEVEL FOR LAST
- 9.12. Level 9's Universal Truths and Clever Ideas:
-
10. THE ELEMENTS OF COMBAT
- 10.1. 400 QUATLOOS ON THE NEWCOMER!
- 10.2. NOW YOU HAVE TO KISS ME
- 10.3. ON MOVING
- 10.4. ON GUARDING
- 10.5. STATE OF THE ART BANG BANG
- 10.6. THE BEST GUN FOR YOU
- 10.7. RUN AND GUN
- 10.8. NOT JUST SHOOTING
- 10.9. DAMMIT JONES, WHERE DOESN'T IT HURT?
- 10.10. DEATH: WHAT IS IT GOOD FOR?
- 10.11. Level 10's Universal Truths and Clever Ideas:
-
11. THEY ALL WANT YOU DEAD
- 11.1. FORM FOLLOWS FUNCTION!
- 11.2. BRING ON THE BAD GUYS
- 11.3. I LOVE DESIGNING ENEMIES
- 11.4. I HATE YOU TO PIECES
- 11.5. NON-ENEMY ENEMIES
- 11.6. HOW TO CREATE THE WORLD'S GREATEST BOSS BATTLE
- 11.7. WHO'S THE BOSS?
- 11.8. SIZE MATTERS
- 11.9. LOCATION, LOCATION, LOCATION
- 11.10. WHY NOT TO CREATE THE WORLD'S GREATEST BOSS BATTLE
- 11.11. Level 11's Universal Truths and Clever Ideas:
- 12. THE NUTS AND BOLTS OF MECHANICS
- 13. NOW YOU'RE PLAYING WITH POWER
- 14. MULTIPLAYER—THE MORE THE MERRIER
- 15. SOME NOTES ON MUSIC1
- 16. CUTSCENES, OR NO ONE'S GONNA WATCH 'EM ANYWAY
- 17. AND NOW THE HARD PART
- 1. THE ONE-SHEET SAMPLE
-
2. THE TEN-PAGE DESIGN DOCUMENT SAMPLE
- 2.1. Page 1: Title Page
- 2.2. Page 2: Story and Gameplay
- 2.3. Page 3: Game Flow
- 2.4. Page 4: Character(s) and Controls
- 2.5. Page 5: Main Gameplay Concepts and Platform Specific Features
- 2.6. Page 6: Game World
- 2.7. Page 7: Interface
- 2.8. Page 8: Mechanics and Power-ups
- 2.9. Page 9: Enemies and Bosses
- 2.10. Page 10: Cutscenes, Bonus Material, and Comps
- 3. GAME DESIGN DOCUMENT TEMPLATE
- 4. THE MEDIUM-SIZED LIST OF STORY THEMES
- 5. THE BIG LIST OF ENVIRONMENTS1
- 6. MECHANICS AND HAZARDS
- 7. ENEMY DESIGN TEMPLATE
- 8. BOSS DESIGN TEMPLATE
- 9. HIGH CONCEPT PITCH PRESENTATION
- ACHIEVEMENT UNLOCKED: EXACTLY LIKE MAKING CHILI
- CONTINUE?
Product information
- Title: Level Up!: The Guide to Great Video Game Design
- Author(s):
- Release date: September 2010
- Publisher(s): Wiley
- ISBN: 9780470688670
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