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Full Description
Want to design your own video games? Let expert Scott Rogers show you how!
 
 If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.
 
 Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:
 
Developing your game design from the spark of inspiration all the way to production
Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged
Creating games for mobile and console systems - including detailed rules for touch and motion controls
Monetizing your game from the design up
Writing effective and professional design documents with the help of brand new examples
 Level Up! 2nd Edition is includes all-new content, an introduction by David "God of War" Jaffe and even a brand-new chili recipe -making it an even more indispensable guide for video game designers both "in the field" and the classroom.
 Grab your copy of Level Up! 2nd Edition and let's make a game!
Contents
Introduction Press Start! 1
 If You Are Anything Like Me 1
 No, You Can't Have My Job 3
 Who Is This Book For? 4
 Why a Second Edition? 6
 Level 1 Welcome, N00bs! 7
 A Brief History of Video Games 10
 The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens 14
 Game Genres 16
 Who Makes This Stuff? 17
 Programmer 18
 Artist 19
 Designer 20
 Producer 20
 Tester 21
 Composer 22
 Sound Designer 23
 Writer 23
 Have You Thought about Publishing? 25
 Product Manager 25
 Creative Manager 25
 Art Director 26
 Technical Director 26
 Marketing Team 26
 And the Rest 26
 Level 2 Ideas 29
 Ideas: Where to Get Them and Where to Stick Them 30
 Getting Ahead of the Game 32
 What Do Gamers Want? 35
 Brainstorming 36
 Breaking Writer's Block 38
 Why I Hate "Fun" 40
 Level 3 Writing the Story 43
 Once Upon a Time 43
 The Triangle of Weirdness 50
 A Likely Story 52
 Time to Wrap It Up 55
 A Game by Any Other Name 56
 Creating Characters Your Players Care About 58
 A Few Pointers on Writing for Kids of All Ages 62
 Writing for Licenses 62
 Level 4 You Can Design a Game, but Can You Do the Paperwork? 65
 Writing the GDD, Step 1: The One-Sheet 68
 ESRB Ratings 69
 Unique Selling Points 70
 Competitive Products 70
 Writing the GDD, Step 2: The Ten-Pager 71
 The Rule of Threes 72
 The Ten-Pager Outline 73
 Page 1: Title Page 73
 Page 2: Game Outline 73
 Page 3: Character 74
 Page 4: Gameplay 75
 Page 5: Game World 76
 Page 6: Game Experience 76
 Page 7: Gameplay Mechanics 77
 Page 8: Enemies 79
 Page 9: Multiplayer and Bonus Materials 80
 Page 10: Monetization 80
 Writing the GDD, Step 3: Gameplay Progression 81
 Writing the GDD, Step 4: The Beat Chart 82
 Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) 85
 Writing the GDD, Step 6: Above All, Don't Be a Jerk 89
 Level 5 The Three Cs, Part 1: Character 93
 Who Do You Want To Be Today? 94
 Personality: Do We Really Need Another Kratos? 96
 Let's Get Personal 98
 Using All the Parts 102
 Games Without Characters 103
 We Are Not Alone 104
 When More Is More 107
 Who Are the People in Your Neighborhood? 109
 Finally, We Talk About Gameplay 111
 Metrics for Non-Characters 114
 Be Kind to Our Four-Legged Friends 114
 Why Walk When You Can Run? 114
 The Art of Doing Nothing 119
 Might as Well Jump 120
 Hoists and Teeters 124
 What Goes Up Must Fall Down 125
 Me and My Shadow 126
 The Water's Fine . . . or Is It? 127
 Level 6 The Three Cs, Part 2: Camera 131
 Get It Right: Camera Views 132
 First Person Camera 136
 Third Person Camera 138
 Giving Up Control 142
 So You've Decided to Let the Player Control the Camera 142
 So You've Decided Not to Let the Player Have Control over the Camera 144
 So You've Decided to Let Players Sometimes Have Control over the Camera 145
 Two and a Half D 145
 Isometric Camera 146
 Top-Down Camera 148
 AR Cameras 149
 Special Case Cameras 149
 Tunnel Vision 150
 Camera Shot Guide 150
 Camera Angle Guide 153
 Camera Movement Guide 154
 Other Camera Notes 157
 Always Point the Camera to the Objective 158
 Never Let the Character Get out of the Camera's Sight 159
 Multiple-Player Cameras 159
 Level 7 The Three Cs, Part 3: Controls 163
 Control Is in Your Hand 164
 You've Got the Touch 167
 Dance, Monkey, Dance 169
 Character or Camera Relative? 175
 Shake, Rattle, and Roll 177
 Level 8 Sign Language: HUD and Icon Design 181
 Heads Up! 181
 Health Bar 182
 Targeting Reticule 183
 Ammo Gauge 184
 Inventory 185
 Score/Experience 185
 Positive Messaging 186
 Radar/Map 187
 Context-Sensitive Prompts 188
 The Clean Screen 190
 Icon Has Cheezburger? 191
 Creating Icons for Mobile Games 194
 Don't Get QTE 196
 HUDs and Where to Stick 'Em 198
 There Are Other Screens Than the HUD 199
 A Final Word on Fonts 207
 Level 9 Everything I Learned About Level Design, I Learned from Level 9 209
 The Top 10 Cliché Video Game Themes 212
 The Name Game 218
 Everything I Learned About Level Design, I Learned from Disneyland 220
 Mapping the World 221
 Foreshadowing 222
 Goal Setting 223
 Following Procedure 225
 You've Got the Beat 227
 Re-using Re-use 229
 The Gary Gygax Memorial Mapping Section 230
 Sandbox Play 233
 Illusional Narrative 236
 The Dave Arneson Memorial Mapping Section 237
 Wrapping Up Mapping 248
 Gray Matters 251
 Leave the Training Level for Last 253
 Levels without Characters 254
 Level 10 The Elements of Combat 257
 400 Quatloos on the Newcomer! 259
 Put 'Em Up! 262
 And a One and a Two 266
 The Big Finish 268
 Live by the Sword 270
 Now You Have to Kiss Me 273
 Let's Get Defensive 273
 Dodging the Bullet 276
 On Guarding 277
 State of the Art Bang Bang 281
 The Best Gun for You 286
 Run and Gun 290
 Not Just Shooting 293
 Dang it, Jones! Where Doesn't It Hurt? 297
 Death: What Is It Good For? 299
 Conflict Without Combat 301
 Level 11 They All Want You Dead 305
 Sizing Up the Enemy 307
 Bad Behavior 308
 How Rapid is Rapid? 313
 Movement Style 316
 Bring on the Bad Guys 318
 I Love Designing Enemies 327
 The Alphabetical Bestiary of Choices 328
 I Hate You to Pieces 337
 Non-Enemy Enemies 341
 How to Create the World's Greatest Boss Battle 342
 Who's the Boss? 342
 Size Matters 344
 Location, Location, Location 349
 Why Not to Create the World's Greatest Boss Battle 351
 Level 12 The Nuts and Bolts of Mechanics 353
 The Mechanics of Mechanics 353
 Holy Death Trap! 357
 What I Learned from Making Kids Cry 360
 Time to Die 361
 The Music of Mechanics 364
 Chip Off the Old Block 368
 A Nice Little Calm Spot 371
 Riddle Me This 372
 Puzzle Me That 375
 Minigames and Microgames 377
 Level 13 Now You're Playing with Power 381
 Powering Up 381
 "Love Thy Player" 388
 Seriously. "Love Thy Player." 390
 More Wealth Than You Can Imagine! 391
 High Score 394
 Achievements 395
 Money! Money! Money! 395
 Souvenirs 399
 Bonus Section about Bonus Features 400
 How to Win at Losing 402
 Level 14 Multiplayer—The More the Merrier 405
 How Many Is the Right Number? 410
 MMORPGS, or Hell Is Other People 410
 Designing Multiplayer Levels 415
 Planning Your Level 415
 Mapping Your Level 416
 Building Your Level 417
 The Dirty Half Dozen 418
 Level 15 Everybody Wins: Monetization 419
 Cashing In 422
 Money Is the Root of Something Something 423
 Level 16 Some Notes on Music 427
 I Know It When I Hear It 429
 Music with Style 430
 And the Beat Goes On 431
 Sounds Like a Game to Me 434
 Level 17 Cutscenes, or No One's Gonna Watch 'Em Anyway 441
 A Cut Above 442
 How to Write a Screenplay in Eight Easy Steps 444
 Finding Your Voice 448
 Level 18 And Now the Hard Part 451
 No One Cares About Your Stupid Little World 452
 Who's Paying? 455
 Video Games Is a Haaaard Business 456
 When Reality Gets in the Way 457
 Emergent, Vertical, or Horizontal? 459
 What to Do for an Encore? 462
 Continue? 467
 Time to Level Up! 467
 Bonus Level 1
 The One-Sheet Sample 469
 Bonus Level 2
 The Ten-Page Design Document Sample 473
 Bonus Level 3
 Game Design Document Template 485
 Bonus Level 4
 The Medium-Sized List of Story Genres 493
 Bonus Level 5
 Game Genres 495
 Bonus Level 6
 The Big List of Environments 503
 Bonus Level 7
 Mechanics and Hazards 507
 Bonus Level 8
 Enemy Design Template 509
 Bonus Level 9
 Boss Design Template 511
 Bonus Level 10
 High-Concept Pitch Presentation 513
 Bonus Level 11
 Achievement Unlocked: Exactly Like Making Chili 521
 Index 523 

              

