David Perry on Game Design : A Brainstorming Toolbox

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David Perry on Game Design : A Brainstorming Toolbox

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 1040 p.
  • 言語 ENG
  • 商品コード 9781584506683
  • DDC分類 794.81536

Full Description


Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, "David Perry on Game Design" will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play.

Contents

Part IChapter 1: Using This Book as a ReferenceChapter 2: Brainstorming and ResearchPart II: Which Game Will You Make?Chapter 3: HooksChapter 4: What Publishers WantChapter 5: Game POV and Game GenresChapter 6: Business ModelsChapter 7: BrandingChapter 8: Protecting Your Intellectual PropertyPart III: StorytellingChapter 9: Storytelling TechniquesChapter 10: Movie GenresChapter 11: ScenariosPart IV: CharactersChapter 12: Character DesignChapter 13: Character Roles and JobsChapter 14: EnemiesChapter 15: Character AbilitiesChapter 16: SpeechPart V: WorldsChapter 17: Game WorldsChapter 18: TravelChapter 19: Objects and LocationChapter 20: Music and SoundPart VI Experience DesignSection A: The Elements of ExperienceChapter 21: Experiential DesignChapter 22: Game Conventions and ClichesSection B: Goals and RewardsChapter 23: GoalsChapter 24: Rewards, Bonuses, and PenaltiesSection C: ObstaclesChapter 25: Barriers, Obstacles, and DetectorsChapter 26: Traps and Counter TrapsChapter 27: PuzzlesSection D: TimeChapter 28: Controlling PacingSection E: CommunicationChapter 30: Ways to Communicate with the PlayerSection F: Common ProblemsChapter 31: Common Game Design ProblemsChapter 32: Ways to DiePart VII: Weapons and ArmorChapter 33: Historical and Cultural WeaponsChapter 34: Standard Modern Weaponry and ArmorChapter 35: Epilogue

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