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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