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Swipe This!

The Guide to Great Touchscreen Game Design
BuchKartoniert, Paperback
408 Seiten
Englisch
Wiley & Sonserschienen am06.07.20122. Aufl.
Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games.mehr
Verfügbare Formate
BuchKartoniert, Paperback
EUR39,50
E-BookEPUB2 - DRM Adobe / EPUBE-Book
EUR24,99
E-BookPDF2 - DRM Adobe / Adobe Ebook ReaderE-Book
EUR24,99

Produkt

KlappentextLearn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games.
Details
ISBN/GTIN978-1-119-96696-8
ProduktartBuch
EinbandartKartoniert, Paperback
Erscheinungsjahr2012
Erscheinungsdatum06.07.2012
Auflage2. Aufl.
Seiten408 Seiten
SpracheEnglisch
Artikel-Nr.17262125

Inhalt/Kritik

Inhaltsverzeichnis
Introduction Swipe This Book! 1 Some Possible Reasons You Picked Up Swipe This! 2 Who is This Book For? 2         Working Video Game Professionals 3 Future Video Game Designers 4 Students of Game Design 5 People Who Love Video Games 6 Why Another Book on Game Design? 7 What You Won´t Find in This Book 7 Very Deep Theory 8 The Complete History of Video Games 8 How to Program Video Games 9 How to Create Video Game Art 9 Lameness 9 What You Will Find in This Book 9 Practical Information 10 Good News! 11 Chapter 1 Hardware Wars 13 Touch and Go! 18 More Things to Be Touchy About 20 Game On! 21 Destroy All Humans! 28 Developer Interview 1 Paul O´Connor 29 Chapter 2 Clown-On-A-Unicycle 33 Let´s Get High (Concept) 35 Yes, But is It a Game? 39 Really Quick Guide to the One-Sheet 40 Form Follows Function 41 Function Follows Form 42 Length Matters 43 The Average Play Session Will Last 2 to 5 Minutes 45 The Overall Game Length Should Only Be a Few Hours 45 Develop Gameplay in Terms of Depth, Not Length 48 Emphasize Repeatability Over Content 48 Create Natural Play Breaks Over the Course of the Game 49 Emergent Eschmergent 49 I Want to Be Rich and Powerful 51 Game Design Spotlight 1 Fruit Ninja HD 53 Chapter 3 Finger Fu! 57 The Fabulous Folio of Facile Fingering 60 You Only Have Two (to Four) Fingers 68 Hands Solo 70 Virtual Joysticks Suck ... or Do They? 75 Hands Get Their Revenge 77 Developer Interview 2 Andy Ashcraft 81 Chapter 4 GenreBusters 85 Making a Name 91 Games Need Story ... or Do They? 94 Unreliable Narrators 106 Game Design Spotlight 2 Helsing´s Fire 107 Chapter 5 Puzzlings 111 Superior Logic 115 The Problem with Math 118 Don´t Be Difficult 121 Physics: It´s for the Birds 123 Let´s Get Wet 127 Do You See What I See? 128 Hiding in Plain Sight 131 Word Up 133 And the Solution is ... 135 Developer Interview 3 Erin Reynolds 137 Chapter 6 Arcade Crazy 141 The Good Ol´ Days 143 Games? I´ll Give You Games! 147 A-mazing Games 151 Cuteness Counts 152 The First Rule of Fighting Games ... 155 Get on the Ball 159 Baby, You Can Drive My iPhone 162 Beat It, Kid 165 Everything New is Old Again 166 Game Design Spotlight 3 Where´s My Water? 171 Chapter 7 Action Guy 175 Think Like an Artist 177 The Metrics System 179 Didn´t We Already Talk about Character? 182 World Building for Fun and Profit 183 What´s with All the Zombies? 189 How to Design an Enemy in Six Easy Steps 190 Fighting for Cash and Glory! 194 Pain, Pain, Go Away, Come Again Some Other Day 201 Putting the Ack in Feedback15 202 The Only Good Player is a Dead One 203 Developer Interview 4 Blade Olsen 205 Chapter 8 DoodleCat 209 Get to the Point 210 Finger Pointers 212 The Artist´s Way 214 A Line on Fun 217 Meow Meow Meow 220 Game Design Spotlight 4 Jetpack Joyride 223 Chapter 9 Casual Fryday 227 Board Games 229 Card Games 232 Real Time Strategy Games 234 How to Create a Tech Tree 236 Tower Defense Games 238 God Games 241 Sports Games 246 RPGs and MORPGs 249 The Crown Jewel of Casual 253 To Clone or Not to Clone? 255 Developer Interview 5 Sam Rosenthal 257 Chapter 10 The New Genres 261 Micro-games 263 Gesture Games 264 The Art of Art 266 Tilt Games 268 Endless Runners 269 Augmented Reality 276 Now is the Future! 280 Game Design Spotlight 5 No, Human 281 Developer Interview 6 Andy Reeves 285 Chapter 11 Make Your Own Star Wars 289 How to Start 292 Diversion #1: How to Storyboard Gameplay 293 Diversion #2: A Word About Title Screens 296 Team Building 101 300 Sound Advice 304 The Three -ions 305 Diversion #3: Where to Find Teammates 305 RadGame-GDDFirstDraft-20XX0614-SR.doc 308 Production Pointers 309 The Topic No One Likes Talking About 310 Ship It! 314 Marketing Your Game 315 You Can Make a Game, But Can You Do the Paperwork? (Submitting Your Game) 317 Diversion #4: How to Design an Icon 318 Now Where Were We? 320 Post-Release Strategies 320 What to Do for an Encore? 321 Game Design Spotlight 6 Angry Birds 323 App-pendix 1 The Class of 2008 329 Arcade Games 329 Breaker Games 331 Classic Games 332 Puzzle Games 333 Racing Games 335 Rolling Games 335 The Others 336 App-pendix 2 Touchscreen Template 337 App-pendix 3 Gameplay Storyboarding Template 339 App-pendix 4 The Game Designer´s Checklist 341 Afterword 343 Index 345mehr

Autor

Once upon a time, Scott Rogers played video games, Dungeons and Dragons and drew comic books without realizing he could do these things for a living. After being "discovered" in a coffee shop and realizing game designers have more fun, Scott helped design video games including Pac-Man World, the Maximo series, God of War, Darksiders and the Drawn To Life series. A lecture about his two favorite things - level design and Disneyland - led to writing "Level Up! The Guide to Great Video Game Design," lecturing at the prestigious Interactive Media Division at the USC School of Cinematic Arts and employment with the Walt Disney Imagineering R&D team. Scott is currently living happily ever after in Thousand Oaks, CA with his family, action figure collection and an iPad full of games.