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DAVID PERRY ON GAME DESIGN: A BRAINSTORMING TOOLBOX
Título:
DAVID PERRY ON GAME DESIGN: A BRAINSTORMING TOOLBOX
Subtítulo:
Autor:
PERRY, DAVID
Editorial:
CHARLES RIVER MEDIA
Año de edición:
2012
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-58450-668-3
Páginas:
1040
35,50 €

 

Sinopsis

Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? ´David Perry on Game Design: A Brainstorming Toolbox´ is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, ´David Perry on Game Design´ will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play.

Features

Written by David Perry, game industry icon, and Rusel DeMaria, author of dozens of game strategy guides and more than 60 game-related books.
Offers advice and tips on game design strategies that are truly priceless and come from first-hand experience.
Structured as a true reference book that will appeal to readers of all skill levels.

Part I: How to Use This Book

Chapter 1: Using This Book as a Reference

Chapter 2: Brainstorming and Research

Part II: Which Game Will You Make?

Chapter 3: Hooks

Chapter 4: What Publishers Want

Chapter 5: Game POV and Game Genres

Chapter 6: Business Models

Chapter 7: Branding

Chapter 8: Protecting Your Intellectual Property

Part III: Storytelling

Chapter 9: Storytelling Techniques

Chapter 10: Movie Genres

Chapter 11: Scenarios

Part IV: Characters

Chapter 12: Character Design

Chapter 13: Character Roles and Jobs

Chapter 14: Enemies

Chapter 15: Character Abilities

Chapter 16: Speech

Part V: Worlds

Chapter 17: Game Worlds

Chapter 18: Travel

Chapter 19: Objects and Location

Chapter 20: Music and Sound

Part VI Experience Design

Section A: The Elements of Experience

Chapter 21: Experiential Design

Chapter 22: Game Conventions and Cliches

Section B: Goals and Rewards

Chapter 23: Goals

Chapter 24: Rewards, Bonuses, and Penalties

Section C: Obstacles

Chapter 25: Barriers, Obstacles, and Detectors

Chapter 26: Traps and Counter Traps

Chapter 27: Puzzles

Section D: Time

Chapter 28: Controlling Pacing

Section E: Communication

Chapter 30: Ways to Communicate with the Player

Section F: Common Problems

Chapter 31: Common Game Design Problems

Chapter 32: Ways to Die

Part VII: Weapons and Armor

Chapter 33: Historical and Cultural Weapons

Chapter 34: Standard Modern Weaponry and Armor

Chapter 35: Epilogue