Game Design Essentials Author: Visit Amazon's Briar Lee Mitchell Page | Language: English | ISBN:
1118159276 | Format: PDF
Game Design Essentials Description
From the Back Cover
Learn Game Design Quickly and Easily
This full-color guide gives newcomers a solid foundation in the fundamentals of digital game design. From key design concepts to setting up gameplay navigation to understanding production pipelines, this is the perfect primer, with coverage that includes designing for consoles, PCs, TVs, smartphones, and tablets. If you're an aspiring game artist, here's your chance to learn the art, the technology, and the techniques you need to succeed in this exciting field.
Learn these game design essentialsand more:
Game types, from action to educational to role-playing
Core componentsstory, characters, props, animation
How the playback system affects the visual design
Animation, texture, lighting, sound, and 3D modeling
The game design production pipeline, start to finish
Modes, menus, adjusting gameplay, and other navigation basics
Building levels, interfaces, and a Game Design Document (GDD)
Life in the studiointerviews with industry pros
Learn about the art of creating game backgrounds to convey grandeur or complexity
Good audio and sound effects are an integral part of game creation
This striking Essentials book features:
Chapter-opening learning objectives
Step-by-step tutorials
Four-color screenshots and illustrations
Essentials and Beyondsummaries and additional suggested exercises
Downloadable support files
About the Author
Briar Lee Mitchell is a partner in the gaming company Star Mountain Studios, as well as a creator of the successful adventure game Apparitions, made with SyFy's ghost hunters, Jason Hawes and Grant Wilson. She was previously a lead artist at Universal Studios Games Division, overseeing the art for K-6 edutainment computer games. Her career began in the 1980s with Lucasfilm and the Smithsonian on their first interactive laserdisc, The Life and Times of Albert Einstein. Mitchell has a master's degree in medical and biological illustration from the University of California, San Francisco, and she has worked for Johns Hopkins, Harvard, and Yale medical institutions producing medical/forensic illustrations and animations. She has also taught courses in visual effects, animation, and game art design at the college level.
- Paperback: 320 pages
- Publisher: Sybex; 1 edition (March 27, 2012)
- Language: English
- ISBN-10: 1118159276
- ISBN-13: 978-1118159279
- Product Dimensions: 9.2 x 7.4 x 0.7 inches
- Shipping Weight: 1.5 pounds (View shipping rates and policies)
UPDATE: In the meantime I have read also "The art of game design: a book of lenses", and my opinion is that book fits perfectly with this one and should both be purchased. That book does a very deep analysis of what are games, their psychology, deep analysis of human (player) mind and the right ways we can create a good game experience, but its targeted more theorical (very good and important stuffs, believe me). Instead this book is more targeted towards pratical game design issues (the title, "Game Design Eseentials", is a hint), it explains things who are not explained in the other book (and viceversa) so I'm very satisfied to have read both of them.
There are mainly (basically) two types of people: good and crap ones. Even if you are good, I suggest you to take this book. I'm talking as a programmer involved in game development, I love game programming and I as a lot of programmers out there have a dream to create their own masterpiece. Few succeeds, but a lot (too much) fail their purposes. Thats for inexperience that takes them to bad game design, bad planning, lost of precious time (time IS money) adopting wrong pipelines of work that more experienced people know and avoid.
While I can't tell you this is the best game design book, it teaches the reader a lot of tiny tips and tricks for good game design that put together can change in better your game design skills even if you think you are already good but you never did a complete game before.
Don't think (as I did in the past when I was more crap!) that you already know everything about game design and you can start successfully writing your game, give yourself a try at this book.
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