McGraw-Hill | Language: English | Format: PDF | Pages: 369 | Size: 6.59 MB | Compressed: NO Introduction
THIS book was written for anyone interested in learning about applied game design. It is skewed somewhat toward new game developers, but it has plenty to say about the design process itself that should be useful to game developers at all levels of familiarity with the process of building games. The material is organized chronologically from the roots of the design process right on through to the final or “gold” development phase as a game comes to full fruition and is delivered into the hands of game players. Each chapter, read in order, will guide you through a basic game development curve and introduce you to many fundamental design areas and challenges. However, you also can jump directly to specific chapters of particular interest to you, or start with the support information located in the associated appendixes, which can be a useful starting point for further exploration into several of the key chapter topics presented here. My purpose in writing this book is to try to provide new developers and
seasoned pros alike with some common ground in their own approaches to game design specifics. Much has been written about game design theory, but far less has been written about what might be called applied game design. Make no mistake: I still believe that game design theory is important. I think it can be safely assumed that theory tends to inform and inspire application. I simply wanted to try to move much closer to a discussion about applied game design for all interested parties, and I have some very practical reasons for doing so. As you begin to understand the development conditions under which most games are made today, it should become very clear that there is a great need to consider applied game design. After all, there is always a demand for compelling game content in many genres, yet even for the most successful developers, it is regularly extremely difficult to deliver. This stands in direct opposition to the idea that commercial viability for game makers often depends on repeatable results in
game design quality.
SUMMARY OF DESIGNER’S WORK TOOLS
In the following summary list, I’ve assembled for you some of my suggestions on the important game design software tools we’ve discussed up to this point. These suggestions can be used across many game genres. Keep in mind that the application of these tools varies widely as you move around the industry from developer to developer, but in some form or another, everyone seems to use the following:
1.A 3-D package (such as Maya, 3ds max, Lightwave, Mirai)
2.Microsoft Visio (for flowcharting, screen logic, and topographic mapping)
3.Photoshop (for basic texturing and various other applications)
4.An HTML editor (for building your design and production documents)
5.A BSP editor (stand-alone editors like the Unreal or Radiant series)
6.Scripting language (Python, Visual Basic, proprietary)
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