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Andrew Rollings and Ernest Adams on Game Design (New Riders Games)

Andrew Rollings and Ernest Adams on Game Design (New Riders Games)

Andrew Rollings, New Riders Games

ISBN:1592730019, Edition: , 2003-05-11

Price: $64.99

  • Main Page
  • Table of content
  • Copyright
  • About the Authors
  • About the Technical Reviewers
  • Acknowledgments
  • Tell Us What You Think
  • Introduction
    • From Idea to Design
    • What This Book Is (and Isn't) About
    • How This Book Is Organized
    • Non-Computer Games, Too!
    • A Word About Pronouns
  • Part I: The Elements of Game Design
    • Chapter 1. What Is Game Design?
      • Art, Science, or Craft?
      • The Anatomy of Game Design
      • Documenting the Design
      • Anatomy of a Game Designer
      • Putting It Together
    • Chapter 2. Game Concepts
      • Getting an Idea
      • The Elements of a Game
      • Understanding Your Audience
      • The Genres of Interactive Entertainment
      • The Types of Game Machines
      • Motivations That Influence Design
      • Putting It Together
    • Chapter 3. Game Settings and Worlds
      • The Purpose of a Game Setting
      • The Dimensions of a Game World
      • Realism and Abstraction
      • The Save-Game Issue
      • Putting It Together
    • Chapter 4. Storytelling and Narrative
      • Stories in Games
      • The Story Vehicle
      • Putting It Together
    • Chapter 5. Character Development
      • Art-Driven Character Design
      • Story-Driven Character Design
      • Putting It Together
    • Chapter 6. Creating the User Experience
      • What Is the User Experience?
      • The Human-Computer Interface
      • Components of the User Experience
      • Putting It Together
    • Chapter 7. Gameplay
      • Use of Language
      • Defining Gameplay
      • Putting It Together
    • Chapter 8. The Internal Economy of Games and Game Balancing
      • What Is Game Balance?
      • Static Balance
      • Dynamic Balance
      • Tools for Balancing
      • Putting It Together
  • Part II: The Genres of Games
    • Chapter 9. Action Games
      • Action Game Genres
      • Design Elements
      • Special Design Considerations for Action Games
      • Putting It Together
    • Chapter 10. Strategy Games
      • The Common Elements of Strategy Games
      • Putting It Together
    • Chapter 11. Role-Playing Games
      • The Common Elements of Role-Playing Games
      • Putting It Together
    • Chapter 12. Sports Games
      • The Common Elements of Sports Games
      • Special Design Issues for Sports Games
      • Putting It Together
    • Chapter 13. Vehicle Simulations
      • The Common Elements of Vehicle Simulations
      • Other Vehicles
      • Special Design Considerations for Vehicle Simulations
      • Putting It Together
    • Chapter 14. Construction and Management Simulations
      • The Common Elements of CMSs
      • Special Design Considerations for CMSs
      • Putting It Together
    • Chapter 15. Adventure Games
      • What Is an Adventure Game?
      • The Common Elements of Adventure Games
      • User Interface Design
      • Special Design Considerations
      • Putting It Together
    • Chapter 16. Artificial Life, Puzzle Games, and Other Genres
      • Artificial Life Games
      • Puzzle Games
      • Games for Girls
      • Putting It Together
    • Chapter 17. Online Games
      • Advantages of Online Games
      • Disadvantages of Online Games
      • Design Issues for Online Gaming
      • Persistent Worlds
      • Putting It Together
    • Chapter 18. The Future of Gaming
      • Gaming Hardware
      • The Future of Game Programming
      • Game Genres
      • Broadband Networking
      • The Distant Future
      • Interactive Entertainment as an Art Form
      • A Few Final Words
  • Part III: Appendixes
    • Appendix A. Sample Design Documents
      • Creating and Using Design Documents
      • The High-Concept Document
      • The Game Treatment
      • The Design Script
    • Appendix B. Bibliography
      • Game Design
      • Game Theory
      • History and Sociology of Video Games
      • Architecture and Graphic Design
      • Writing and Narrative
  • Index
    • Index SYMBOL
    • Index A
    • Index B
    • Index C
    • Index D
    • Index E
    • Index F
    • Index G
    • Index H
    • Index I
    • Index J
    • Index K
    • Index L
    • Index M
    • Index N
    • Index O
    • Index P
    • Index Q
    • Index R
    • Index S
    • Index T
    • Index U
    • Index V
    • Index W
    • Index X
    • Index Y
    • Index Z