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Full Description
This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming phase, character development and story wrap, creation of content and context outlines, flowcharting game play, and creating design documents. Special features include examples of both classic and contemporary games, and interviews with many of the game industry's brightest professionals who share their insights on key elements in game design, and their analysis on what makes a game a blockbuster hit. This book is a perfect guide for the novice, student, and game enthusiast interested in learning the nuts and bolts of the computer-game industry.
Contents
Foreword 1. The Games Industry in All Its Glory 2. In the Beginning, There Was Blue Sky 3. The Yin and Yang of Brainstorming 4. Story in Game Design—The Thousand-Pound Gorilla 5. Characters Rule 6. The Hat Trick of Game Design—Environments, Puzzles, and Levels 7. There's a Whole Lot of Testing Going On 8. The Many Faces of GDDs 9. And Now for Something Completely Different—Flowcharts and Storyboards 10. Life is a Pitch, and Then They Buy A. CSI Case Treatment B. Nihilistic Documents C. Death Jr. II Documents D. Guitar Hero II Weekly Status Report E. CSI 3 Camera System