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E-book
Author Bycer, Joshua.

Title 20 essential games to study / Joshua Bycer
Published Boca Raton, FL : CRC Press, [2019]
©2019
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Contents Star control 2 (1992; PC, 3DO): choose your own space adventure -- Super Metroid (1994; Super Nintendo): the blueprint of Metroidvania design -- X-COM UFO defense (1994; PC and Playstation 1): multi-system gameplay -- The logical journey of the Zoombinis (1996; PC): a rewarding experience -- Goldeneye 64 (1997; Nintendo 64): bringing the FPS to the consoles -- Metal gear solid (1998; Playstation 1): tactical espionage gameplay -- Diablo II (2000; PC): the art of loot -- Half-Life 2 (2004; PC and multiple platforms): sectional design -- Katamari Damacy (2004; Playstation 2): simplistic beauty -- Devil may cry 3 (2005; Playstation 2): bringing style to the action genre -- Shadow of the Colossus (2005; Playstation 2): boss-focused design -- Team fortress 2 (2007; PC and multiple platforms): the birth of games as a service -- The world ends with you (2007; Nintendo DS): thinking way outside the box -- Left 4 dead (2008; PC, Xbox 360, and Mac): (co-op) friends to the very end -- Spelunky (2008; PC, and multiple platforms): procedural platforming -- Demon's souls (2009; Playstation 3): the action rogue-like -- Plants vs. zombies (2009; PC and multiple platforms): the ultimate hardcore casual game -- The binding of Isaac (2011; PC and other platforms): perfected persistence -- Infinifactory (2015; PC): emergent puzzle design -- Doom (2016; PC and consoles): fighting in flow
Summary 20 essential games to study brings to life some of the most influential, and captivating games over the past 35 years. Famous titles such as Diablo 2, Shadow of the Colossus, and Team fortress 2 are explored in detail, along with lesser-known hits such as Spelunky and The binding of Isaac. Joshua Bycer focuses on each game's unique and innovative designs that made them the hits that they are today and continue to withstand the test of time. 20 essential games to study is the perfect guide for game designers looking for ideas in order to create innovative designs for their product. Key features: an informative breakdown focusing on the design and gameplay of successful games; written to be useful for students or designers starting out in game development; books focused specifically on design are rare; perfect for students and professionals like, or can be read for the nostalgia and history
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs
Notes Includes index
I have spent my adult life examining the art and craft of game design; to demystify a field that even professionals within it still have trouble fully grasping. Through my site Game-Wisdom, I have literally interviewed developers from all around the world. From those just starting out, to established veterans like Jon Shafer, Chris Park, Zach Barth, and more. I have lost count of the number of developers I've spoken to who appreciate being able to talk to someone who speaks and understands the language of game design
Subject Video games -- Authorship -- Case studies
Video games -- Design -- Case studies
Genre/Form Case studies.
Casestudies (vorm)
Form Electronic book
ISBN 042944012X
0429802064
0429802072
0429802080
9780429440120
9780429802065
9780429802072
9780429802089
Other Titles Twenty essential games to study