To create a great video game, you must start with solid game design: A well-designed is easier to build, more entertaining, and has better chance of succeeding in the marketplace. Here teach essential skills player-centric design one industry’s leading authorities, who offers first-hand look into process, from initial concept final tuning. Now its second edition, this updated classic reference by Ernest Adams complete practical approach design, includes material on development, gameplay core mechanics, user interfaces, storytelling, balancing. In an easy-to-follow approach, analyzes specific challenges all major genres shows how apply principles each one. You’ll learn to: Define actions at heart gameplay. Write high-concept document, treatment, full script. Understand essentials interface define game’s feel. Design for variety input mechanisms, including Wii controller multi-touch iPhone. Construct mechanics flow resources (money, points, ammunition, more). Develop appealing stories, characters, worlds that players will want visit, persistent worlds. Work problems engaging end-of-chapter exercises, worksheets, case studies. Make your accessible broader audiences such as children, adult women, people disabilities, casual players. “Ernest provides encyclopedic coverage process issues every aspect expressed lessons can be immediately applied in-progress. He best framework I’ve seen thinking about relationships between gameplay, player—one found useful both teaching research.” — Michael Mateas, University California Santa Cruz, co-creator Façade
Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to analyze the massively multiplayer online game Everquest.