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Book Cover
E-book
Author Adams, Ernest

Title Fundamentals of Game Design
Edition 3rd ed
Published Sydney : Pearson Education, Limited, 2013

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Description 1 online resource (611 p.)
Contents Intro -- Title Page -- Copyright Page -- Dedication Page -- Acknowledgments -- About the Author -- About the Technical Editor -- Contents -- Introduction -- Whom Is This Book For? -- How Is This Book Organized? -- Bonus Files -- Chapter 1. Games and Video Games -- What Is a Game? -- Conventional Games Versus Video Games -- Games for Entertainment -- Serious Games -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 2. Designing and Developing Games -- An Approach to the Task -- Key Components of Video Games -- The Structure of a Video Game
Stages of the Design Process -- Game Design Team Roles -- Game Design Documents -- The Anatomy of a Game Designer -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 3. The Major Genres -- What Is a Genre? -- The Classic Game Genres -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 4. Understanding Your Player -- VandenBerghe's Five Domains of Play -- Demographic Categories -- Gamer Dedication -- The Dangers of Binary Thinking -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 5. Understanding Your Machine
Home Game Consoles -- Personal Computers -- Portable Devices -- Other Devices -- Summary -- Design Practice Exercises -- Chapter 6. Making Money from Your Game -- Direct Payment Models -- Indirect Payment Models -- World Markets -- Summary -- Design Practice Questions -- Chapter 7. Game Concepts -- Getting an Idea -- From Idea to Game Concept -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 8. Game Worlds -- What Is a Game World? -- The Purposes of a Game World -- The Dimensions of a Game World -- Realism -- Summary -- Design Practice Exercises
Design Practice Questions -- Chapter 9. Creative and Expressive Play -- Self-Defining Play -- Creative Play -- Other Forms of Expression -- Game Modifications -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 10. Character Development -- The Goals of Character Design -- The Relationship Between Player and Avatar -- Visual Appearances -- Character Depth -- Audio Design -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 11. Storytelling -- Why Put Stories in Games? -- Key Concepts -- The Storytelling Engine -- Linear Stories
Nonlinear Stories -- Granularity -- Mechanisms for Advancing the Plot -- Emotional Limits of Interactive Stories -- Scripted Conversations and Dialogue Trees -- When to Write the Story -- Other Considerations -- Summary -- Design Practice Exercises -- Design Practice Questions -- Chapter 12. Creating the User Experience -- What Is the User Interface? -- Player-Centric Interface Design -- The Design Process -- Managing Complexity -- Interaction Models -- Camera Models -- Visual Elements -- Audio Elements -- Input Devices -- Navigation Mechanisms -- Accessibility Issues
Summary The full text downloaded to your computer With eBooks you can: search for key concepts, words and phrases make highlights and notes as you study share your notes with friends eBooks are downloaded to your computer and accessible either offline through the Bookshelf (available as a free download), available online and also via the iPad and Android apps. Upon purchase, you will receive via email the code and instructions on how to access this product. Time limit The eBooks products do not have an expiry date. You will continue to access your digital ebook products whilst you have your Bookshelf
Notes Description based upon print version of record
Allowing for Customization
Reading List SIT151 recommended text 2024
Form Electronic book
ISBN 9780133435719
0133435717