Basics of Game Design

Book description

Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t

Table of contents

  1. Front cover
  2. Contents (1/2)
  3. Contents (2/2)
  4. Preface
  5. Acknowledgments
  6. PART I: INTRODUCTION
  7. Chapter 1. Making Games (1/4)
  8. Chapter 1. Making Games (2/4)
  9. Chapter 1. Making Games (3/4)
  10. Chapter 1. Making Games (4/4)
  11. Chapter 2. Game Play and Game Mechanics (1/3)
  12. Chapter 2. Game Play and Game Mechanics (2/3)
  13. Chapter 2. Game Play and Game Mechanics (3/3)
  14. Chapter 3. Math and Logic in Games (1/4)
  15. Chapter 3. Math and Logic in Games (2/4)
  16. Chapter 3. Math and Logic in Games (3/4)
  17. Chapter 3. Math and Logic in Games (4/4)
  18. Part II: INSIDE GAME MECHANICS
  19. Chapter 4. On Movement (1/6)
  20. Chapter 4. On Movement (2/6)
  21. Chapter 4. On Movement (3/6)
  22. Chapter 4. On Movement (4/6)
  23. Chapter 4. On Movement (5/6)
  24. Chapter 4. On Movement (6/6)
  25. Chapter 5. On Combat (1/8)
  26. Chapter 5. On Combat (2/8)
  27. Chapter 5. On Combat (3/8)
  28. Chapter 5. On Combat (4/8)
  29. Chapter 5. On Combat (5/8)
  30. Chapter 5. On Combat (6/8)
  31. Chapter 5. On Combat (7/8)
  32. Chapter 5. On Combat (8/8)
  33. Chapter 6. On Characters and Monsters (1/8)
  34. Chapter 6. On Characters and Monsters (2/8)
  35. Chapter 6. On Characters and Monsters (3/8)
  36. Chapter 6. On Characters and Monsters (4/8)
  37. Chapter 6. On Characters and Monsters (5/8)
  38. Chapter 6. On Characters and Monsters (6/8)
  39. Chapter 6. On Characters and Monsters (7/8)
  40. Chapter 6. On Characters and Monsters (8/8)
  41. Chapter 7. On Items (1/10)
  42. Chapter 7. On Items (2/10)
  43. Chapter 7. On Items (3/10)
  44. Chapter 7. On Items (4/10)
  45. Chapter 7. On Items (5/10)
  46. Chapter 7. On Items (6/10)
  47. Chapter 7. On Items (7/10)
  48. Chapter 7. On Items (8/10)
  49. Chapter 7. On Items (9/10)
  50. Chapter 7. On Items (10/10)
  51. Chapter 8. On Magicks and Technologies (1/6)
  52. Chapter 8. On Magicks and Technologies (2/6)
  53. Chapter 8. On Magicks and Technologies (3/6)
  54. Chapter 8. On Magicks and Technologies (4/6)
  55. Chapter 8. On Magicks and Technologies (5/6)
  56. Chapter 8. On Magicks and Technologies (6/6)
  57. Chapter 9. On Puzzlesin Games (1/4)
  58. Chapter 9. On Puzzlesin Games (2/4)
  59. Chapter 9. On Puzzlesin Games (3/4)
  60. Chapter 9. On Puzzlesin Games (4/4)
  61. Part III: IMPLEMENTING THE DESIGN
  62. Chapter 10. Storytelling in Games (1/6)
  63. Chapter 10. Storytelling in Games (2/6)
  64. Chapter 10. Storytelling in Games (3/6)
  65. Chapter 10. Storytelling in Games (4/6)
  66. Chapter 10. Storytelling in Games (5/6)
  67. Chapter 10. Storytelling in Games (6/6)
  68. Chapter 11. Designing Playfields (1/5)
  69. Chapter 11. Designing Playfields (2/5)
  70. Chapter 11. Designing Playfields (3/5)
  71. Chapter 11. Designing Playfields (4/5)
  72. Chapter 11. Designing Playfields (5/5)
  73. Chapter 12. Interface Design (1/4)
  74. Chapter 12. Interface Design (2/4)
  75. Chapter 12. Interface Design (3/4)
  76. Chapter 12. Interface Design (4/4)
  77. A Conversation with Chris Taylor (1/5)
  78. A Conversation with Chris Taylor (2/5)
  79. A Conversation with Chris Taylor (3/5)
  80. A Conversation with Chris Taylor (4/5)
  81. A Conversation with Chris Taylor (5/5)
  82. Credits
  83. Back cover

Product information

  • Title: Basics of Game Design
  • Author(s): Michael Moore
  • Release date: April 2016
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781439867761