Game Design Foundations, 2nd Edition

Book description

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.

Table of contents

  1. Contents (1/2)
  2. Contents (2/2)
  3. Acknowledgments
  4. Chapter 1: The Game Designer
    1. Game Designers Are Not Programmers
    2. Game Designers Are Not Artists
    3. Game Designers Are Not Audio Engineers or Musicians
    4. Game Designers Are Visionaries
    5. The Pedersen Advice to Those Who Are Not Yet Gaming Professionals
    6. Can My “Idea” Make Millions?
    7. Why Make Game$?
      1. Programmers’ Salaries
      2. Artists’ and Animators’ Salaries
      3. Game Designers’ Salaries
      4. Game Producers’ Salaries
      5. QA (Quality Assurance) Testers’ Salaries
      6. Audio/Sound Designers’ and Musicians’ Salaries
    8. Workshop
      1. Assignments
        1. All-Star Baseball
        2. Burnout
        3. XGRA: Extreme-G Racing Association
        4. Forsaken
        5. Shadow Man
        6. Turok Dinosaur Hunter Series
        7. Mary-Kate and Ashley Olsen Series
      2. Thoughts for Discussion
  5. Chapter 2: The “Pedersen Principles”
    1. Principle 1: Understand the Roles of the Designer and Producer
    2. Principle 2: No Designer or Producer Is an Island
    3. Principle 3: Let Professionals Do Their Jobs
    4. Principle 4: KISS (Keep It Simple, Stupid)
    5. Principle 5: Schedules Are Like Rules
    6. Principle 6: The Yardstick: One Day’s Pay for a Week’s Worth of Fun
    7. Principle 7: I Never Met a Genre I Didn’t Like
    8. Principle 8: Be True to Your License
    9. Principle 9: Share Your Toys!
    10. Principle 10: There’s No Magic Formula for Success
    11. Principle 11: The Importance of Networking
    12. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Thoughts for Discussion
  6. Chapter 3: Games Genres
    1. Choosing a Game Genre to Design
    2. Action Games
      1. Top-Selling Action Games
    3. Adventure Games and Puzzles
      1. Adventure Puzzles
      2. Top-Selling Adventure Games
    4. Casual Games
      1. Top-Selling Casual Games
    5. Educational Games
      1. Educational Game as an Adventure Game
      2. Educational Game as a Sports Game
      3. Top-Selling Educational Games
    6. Role-Playing Games (RPGs)
      1. Top-Selling Role-Playing Games
    7. Simulation Games
      1. Top-Selling Simulation Games
    8. Sports Games (Including Fighting Games
      1. Top-Selling Sports Games
    9. Strategy Games
      1. Top-Selling Strategy Games
    10. Other Games (Puzzles, Music, and Toys)
      1. Top-Selling Puzzle, Music, and Toy Games
    11. Online Games
      1. Top-Selling Online Games
    12. Last Thoughts
      1. Game of the Year (By Platform)
    13. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Thoughts for Discussion
  7. Chapter 4: Game Concepts and Ideas
    1. Games Are Not Linear
    2. Games Have a Goal
    3. Games Must Be Winnable
    4. Start of the Game
    5. Middle/Ending of the Game
    6. Untitled
    7. Game Ideas
      1. Sports
      2. Board Games
      3. Card and Gambling Games
      4. Simulations
      5. Science
      6. History
      7. Literature
      8. Art
        1. A Pulitzer Prize-Winning Play Based on a Painting
      9. Music
      10. Dance and Musical Instruments
      11. Movies and Film
    8. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Thoughts for Discussion
  8. Chapter 5: The Game Design Process
    1. The “One Pager” Concept Document
    2. “One Pager” Overview
    3. Sample One Pager Documents
      1. (Megan Pedersen)’s International Wakeboarding Open
      2. Medical Kombat
    4. Organic Game Design
    5. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Internet Reading Assignment
      5. Thoughts for Discussion
  9. Chapter 6: Game Research
    1. Research Goals
    2. Research Sources
    3. Items to Research
      1. Example: The Australian Great Barrier Reef Simulation
      2. Researching a Historical Landmark
    4. Expressing Research Findings
    5. Researching a Licensed Property
      1. Research Goals for Licensed Properties
      2. Research Sources
    6. Choosing an Appropriate Concept to Research
    7. Researching a Simulation Game: The Survival of the Fittest
      1. Homo Erectus
      2. Neanderthals
      3. Cro-Magnon Man
      4. Final Thoughts
    8. Researching a Classic Game: Poker
      1. The Shuffle
      2. Hand Rankings
      3. Poker Variations
      4. Special Considerations
    9. Researching a Baseball Game
    10. Research Conclusion
    11. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
  10. Chapter 7: Innovation in Gaming
    1. Recent Gaming Innovations
      1. Dance Dance Revolution
      2. Guitar Hero/Rock Band
      3. Spore
      4. World of Warcraft
      5. Second Life
      6. Wii Remote
      7. Handhelds
    2. Future Innovations
    3. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Internet Reading Assignment
      5. Thoughts for Discussion
  11. Chapter 8: Game Design Documents
    1. The Executive Summary and the Game Proposal
    2. Development Team Details
    3. Milestone Scheduling
    4. How Do You Get a Publisher to Want to Meet Your Team?
    5. A Sample Game Proposal: 13 Mirrors
      1. Relevant Team Experience
      2. Target Demographic
      3. The Competition
      4. 13 Mirrors Feature Summary Sheet
      5. Gameplay Summary
      6. Game Specifics
      7. Game Modes
      8. Training
      9. Points Gained and Lost in 13 Mirrors
      10. Personalization of Gameplay
      11. Player Awards
      12. Budget
      13. Milestone Schedule
    6. Candide 2517 Design Treatment
      1. Candide 2517: The Storyline (a Futuristic Version of Voltaire’s Classic Novel)
    7. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Internet Reading Assignment
      5. Thoughts for Discussion
  12. Chapter 9: Game Design Principles
    1. Game Mechanics
      1. Othello
      2. Backgammon
      3. Same Look, Different Game Mechanics
    2. The Goal in a Game
    3. Examining Game Mechanics
      1. Victory Conditions
    4. Game Balancing
      1. Deliberate Imbalance
      2. Creative Balancing
      3. Extra Tidbits on Balancing
    5. AI (Artificial Intelligence)
    6. Cheating AI
    7. Pathfinding
      1. Basic Pathfinding Algorithms
      2. The “Pedersen-Hausman” Method (Blind Person’s Algorithm) Further Explained
      3. Other Pathfinding Solutions
    8. Designing the Game System Architecture in Tiers or Modules
    9. Workshop
      1. Exercises
      2. Unguided Exercises
      3. Internet Reading Assignment
      4. Thoughts for Discussion
  13. Chapter 10: Knowing the Entire Team
    1. Game Designer
      1. Senior Game Designer
      2. Lead Game Designer
      3. Technical Game Designer
      4. Game System Designer
      5. Game Designer
      6. Game Content Designer
      7. Game Level Designer
    2. Producer
      1. Executive Producer (Project Manager)
      2. Senior Producer
      3. Game Producer
      4. Third-Party Producer
      5. External Producer
      6. Associate Producer (Assistant/Junior Producer)
    3. Programmer
      1. Technical Director (Director of Development/Engineering or Software Director)
      2. Senior Tools/Engine Programmer
      3. Senior System Programmer
      4. AI (Artificial Intelligence) Programmer
      5. Physics Programmer
      6. Server/Network Engineer (Programmer)
      7. Audio Software Programmer
      8. Lead Programmer
      9. Senior Software Engineer
      10. 3D Software Programmer
      11. Senior Graphics Programmer
      12. Game Programmer
      13. Junior Programmer (Entry-Level Programmer)
    4. Artist
      1. Art Director
      2. Art Technical Director
      3. Senior Cinematic Environment Artist
      4. Senior Environment Artist
      5. Lead Environment Artist
      6. Environment Artist
      7. 3D Environment Artist
      8. Visual Effects Artist
      9. Special Effects Artist
      10. Technical VFX (Visual Special Effects) Animator
      11. Lead VFX (Visual Special Effects) Artist
      12. Senior VFX (Visual Special Effects) Artist
      13. Lead Character Artist
      14. 3D Character Modeler
      15. Character Animator
      16. Character Rigger
      17. Senior Cinematics Animation Artist
      18. Cinematics Artist
      19. 3D Artist
      20. Lead Animator
      21. Senior Animator
      22. Technical Animator
      23. Animator
      24. Intermediate Animator
      25. Lighter
      26. Senior Technical Artist
      27. UI (User Interface) Artist
      28. Front End Graphic Designer
      29. Texture Artist
      30. Senior Concept Artist
      31. Concept Artist (Junior Concept Artist)
    5. Audio Engineer and Composer
      1. Audio (Music) Director
      2. Senior Sound Designer
      3. Technical Sound Designer
      4. Sound Effects Designer
      5. Music Composer
      6. Audio Mixer
      7. Audio Editor
      8. Audio Scripter
      9. Audio Assistant
    6. QA (Quality Assurance) Tester
      1. QA Manager
      2. QA Lead Tester
      3. QA Tester/Analyst
      4. QA Senior Tester
      5. QA Tester (Entry Level)
    7. Other Positions
    8. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Internet Reading Assignment
  14. Chapter 11: Game Narrative Scriptwriting
    1. Linear vs. Nonlinear or Games vs. Films and Books
    2. A Linear Format Story
      1. An Overview of Lewis Carroll’s Alice in Wonderland
    3. Nonlinear, Game Interactive Format
      1. Alice in Planet Wonderland
    4. Nonlinear Game-Oriented Scripting Standard
    5. Scheduling a Shoot or Voice-Over Session
    6. Workshop
      1. Suggested Activities
      2. Assignments
      3. Exercises
      4. Unguided Exercises
      5. Internet Reading Assignment
  15. Chapter 12: Character Design Document
    1. Bingo Poker
    2. Bingo Poker Characters
      1. Fabio Balboa
      2. Johnny Rocket
      3. Captain Richard Kelly
      4. Dr. Drake Ramore
      5. Ariel Nikon
      6. Aries Warmonger
      7. Dr. Ashley Suuri
      8. Chaz Rivers
      9. Professor Daniel Potter
      10. Donna Dallas
      11. Elizabeth Julia
      12. Dr. Emily “Jersey” Jones
      13. Ethan Wong
      14. Madison St. Claire
      15. Olivia Bloom
      16. Congresswoman Penelope Park
      17. Ryan Getty
      18. Tyler Franks
      19. District Attorney Venus Vette
      20. Zip Martin
      21. Lord Nigel Smythe
      22. Dr. Michael Einstein
      23. Dr. Isabelle Dupree
    3. Workshop
      1. Assignments
      2. Exercises
      3. Unguided Exercises
      4. Internet Reading Assignment
      5. Thoughts for Discussion
  16. Chapter 13: Basics of Programming and Level Scripting
    1. A Look at Programming
    2. Operating Systems
    3. Programming Commands
      1. Conditional Statements (Also Called “if” Statements or Decision Blocks)
      2. Compound “If” Statements (Multiple Conditions)
      3. Mathematical Statements
        1. A “loop” Statement
    4. Computer Concepts
    5. Min-Max Gaming Theory (with Alpha-Beta Pruning)
    6. Tic-Tac-Toe
      1. Forced Move
      2. Forced Move Revised
    7. Visual Basic Tic-Tac-Toe (1/3)
    8. Visual Basic Tic-Tac-Toe (2/3)
    9. Visual Basic Tic-Tac-Toe (3/3)
    10. Basic Level Scripting
    11. Workshop
      1. Suggested Activities
      2. Assignments
      3. Exercises
      4. Unguided Exercises
      5. Internet Reading Assignment
  17. Chapter 14: Game Design Outlets
    1. The Top Publishers in the Gaming Industry
    2. The Outlets
      1. Internet Games
      2. Machinima
      3. The Casual Game Market
      4. Modding a 3D Game Engine
      5. Cell Phone Games
      6. Handhelds
      7. Homebrew Games
    3. Workshop
      1. Suggested Activities
      2. Assignments
      3. Exercises
      4. Unguided Exercises
      5. Internet Reading Assignment
  18. Chapter 15: The Game Design Document
    1. Background
    2. Reel Deal Poker Challenge Design Document
      1. Table of Contents
      2. Overview
      3. Rules of Poker
        1. Hand Rankings
        2. Poker Variations
      4. Start of the Game (or After the Game Icon Is Clicked On)
        1. The Cashier’s Cage
        2. VIP Register
      5. The Lobbies
      6. The Prize Vault
      7. Audio
      8. Artwork
        1. Lobbies
      9. Tournament (1/2)
      10. Tournament (2/2)
        1. Tournament Information
        2. First Floor
        3. Second Floor
        4. Third Floor
        5. Special Floor
      11. Four-Player Poker Characters (1/2)
      12. Four-Player Poker Characters (2/2)
        1. First Floor: Roman Motif
        2. Second Floor: Oriental Motif
        3. Third Floor: Egyptian Motif
        4. Special Floor: World Championship Poker Room
      13. Eight-Player Poker Characters
      14. Cards
        1. Whole Cards
        2. Discarded Cards
        3. No Alpha Round Cards
        4. Fake Drop Round Cards
        5. Fake Drop Shadow Cards
      15. Cashier’s Cage
        1. VIP Casino Card
        2. VIP Clipboard
        3. Cashier’s Cage
      16. Credits Screen
      17. Statistics Screen
      18. The Prize Vault
      19. Chips
      20. Tournament First Prizes
        1. Floor 1: $5,000 Tournament Prizes
        2. Floor 1: $25,000 Tournament Prizes
        3. Floor 2: $25,000 Tournament Prizes
        4. Floor 2: $100,000 Tournament Prizes
        5. Floor 3: $100,000 Tournament Prizes
        6. Floor 3: $500,000 Tournament Prizes
        7. Special Floor: $2,500,000 World Championship
      21. Exit Game
      22. Betting/Raising
      23. Scriptwriting (1/2)
      24. Scriptwriting (2/2)
      25. Programming
      26. Basic Poker AI
        1. The AI to Determine the Best Poker Hand Using Five to Seven Cards
        2. Draw Poker (No Openers and Jacks or Better to Open)
        3. Five-Card Stud
        4. Seven-Card Stud, Chicago Low, and Chicago High
        5. Texas Hold ’Em and Omaha
      27. Game Variations Order of Play
        1. Draw Poker No Openers and Jacks or Better to Open
        2. Five-Card Stud
        3. Seven-Card Stud, Chicago Low, and Chicago High
        4. Texas Hold ’Em
        5. Omaha
    3. Workshop
      1. Exercises
      2. Unguided Exercises
      3. Internet Reading Assignment
      4. Suggested Activities
  19. Appendix A: Contact Information (1/2)
  20. Appendix A: Contact Information (2/2)
  21. Appendix B: An Interview with Roger E. Pedersen (1/2)
  22. Appendix B: An Interview with Roger E. Pedersen (2/2)
  23. Appendix C: Designing Great Games (1/2)
  24. Appendix C: Designing Great Games (2/2)
  25. Appendix D: War Stories
  26. Index (1/2)
  27. Index (2/2)
  28. About the CD
  29. CD/Source Code Usage License Agreement

Product information

  • Title: Game Design Foundations, 2nd Edition
  • Author(s): Roger Pedersen
  • Release date: June 2009
  • Publisher(s): Jones & Bartlett Learning
  • ISBN: 9780763782740