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
- Front cover
- Contents (1/2)
- Contents (2/2)
- Preface
- Acknowledgments
- PART I: INTRODUCTION
- Chapter 1. Making Games (1/4)
- Chapter 1. Making Games (2/4)
- Chapter 1. Making Games (3/4)
- Chapter 1. Making Games (4/4)
- Chapter 2. Game Play and Game Mechanics (1/3)
- Chapter 2. Game Play and Game Mechanics (2/3)
- Chapter 2. Game Play and Game Mechanics (3/3)
- Chapter 3. Math and Logic in Games (1/4)
- Chapter 3. Math and Logic in Games (2/4)
- Chapter 3. Math and Logic in Games (3/4)
- Chapter 3. Math and Logic in Games (4/4)
- Part II: INSIDE GAME MECHANICS
- Chapter 4. On Movement (1/6)
- Chapter 4. On Movement (2/6)
- Chapter 4. On Movement (3/6)
- Chapter 4. On Movement (4/6)
- Chapter 4. On Movement (5/6)
- Chapter 4. On Movement (6/6)
- Chapter 5. On Combat (1/8)
- Chapter 5. On Combat (2/8)
- Chapter 5. On Combat (3/8)
- Chapter 5. On Combat (4/8)
- Chapter 5. On Combat (5/8)
- Chapter 5. On Combat (6/8)
- Chapter 5. On Combat (7/8)
- Chapter 5. On Combat (8/8)
- Chapter 6. On Characters and Monsters (1/8)
- Chapter 6. On Characters and Monsters (2/8)
- Chapter 6. On Characters and Monsters (3/8)
- Chapter 6. On Characters and Monsters (4/8)
- Chapter 6. On Characters and Monsters (5/8)
- Chapter 6. On Characters and Monsters (6/8)
- Chapter 6. On Characters and Monsters (7/8)
- Chapter 6. On Characters and Monsters (8/8)
- Chapter 7. On Items (1/10)
- Chapter 7. On Items (2/10)
- Chapter 7. On Items (3/10)
- Chapter 7. On Items (4/10)
- Chapter 7. On Items (5/10)
- Chapter 7. On Items (6/10)
- Chapter 7. On Items (7/10)
- Chapter 7. On Items (8/10)
- Chapter 7. On Items (9/10)
- Chapter 7. On Items (10/10)
- Chapter 8. On Magicks and Technologies (1/6)
- Chapter 8. On Magicks and Technologies (2/6)
- Chapter 8. On Magicks and Technologies (3/6)
- Chapter 8. On Magicks and Technologies (4/6)
- Chapter 8. On Magicks and Technologies (5/6)
- Chapter 8. On Magicks and Technologies (6/6)
- Chapter 9. On Puzzlesin Games (1/4)
- Chapter 9. On Puzzlesin Games (2/4)
- Chapter 9. On Puzzlesin Games (3/4)
- Chapter 9. On Puzzlesin Games (4/4)
- Part III: IMPLEMENTING THE DESIGN
- Chapter 10. Storytelling in Games (1/6)
- Chapter 10. Storytelling in Games (2/6)
- Chapter 10. Storytelling in Games (3/6)
- Chapter 10. Storytelling in Games (4/6)
- Chapter 10. Storytelling in Games (5/6)
- Chapter 10. Storytelling in Games (6/6)
- Chapter 11. Designing Playfields (1/5)
- Chapter 11. Designing Playfields (2/5)
- Chapter 11. Designing Playfields (3/5)
- Chapter 11. Designing Playfields (4/5)
- Chapter 11. Designing Playfields (5/5)
- Chapter 12. Interface Design (1/4)
- Chapter 12. Interface Design (2/4)
- Chapter 12. Interface Design (3/4)
- Chapter 12. Interface Design (4/4)
- A Conversation with Chris Taylor (1/5)
- A Conversation with Chris Taylor (2/5)
- A Conversation with Chris Taylor (3/5)
- A Conversation with Chris Taylor (4/5)
- A Conversation with Chris Taylor (5/5)
- Credits
- Back cover
Product information
- Title: Basics of Game Design
- Author(s):
- Release date: April 2016
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781439867761
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