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Interactive Game Design is a new field, and as such its boundaries have yet to be explored. Even within the industry, game designers are treated with a mix of awe and fear, because design is not as predictable as artwork production, or as tangible as programming. And, more important, it lacks formal documented procedures for predictable and repeated success. This unique compilation of design articles provides designers with insight into how their colleagues approach game design, where they have stumbled, and how they have succeeded.
The articles are written by a diverse group of designers with a wide variety of gaming backgrounds. The topics covered range from proper design documentation, user interfaces, design theory, characters and storytelling, to quality management, platform- and genre-specific design issues, relationships between designers and the user community, and game development project management. If you are just beginning in game design, you'll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from The User Community and Managing a Game Development Business sections.
WHAT YOU'LL GAIN FROM THIS BOOK
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An overview of how to write effective game design documents
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Insightful tips and techniques from a variety of designers
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Practical ideas about game design theory
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Key design issues for a variety of genres (e.g., turn-based games, multiplayer) and platforms (e.g., wireless, ITV)
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New ideas for character and story development, including screenwriting techniques for games
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Useful information on designing for different types of communities (e.g., online, female, children)
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Details on some key aspects of managing a game development business
AUTHOR
BIO
François Dominic Laramée (Verdun, QC) has designed, programmed, and/or produced over 20 games for consoles, personal computers, interactive television, and online networks over the last decade. He is a prolific writer and the holder of graduate degrees in computer science and business administration. He is also the editor of Game Design Perspectives and The Secrets of the Game Business, as well as contributing to the Game Programming Gems and AI Game Programming Wisdom series.
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