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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 the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.

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