Wednesday, December 11, 2019

Scott Rogers - Level Up! The Guide to Great Video Game Design (Bookzcity)



Scott Rogers - Level Up! The Guide to Great Video Game Design

Further details about this software:

You obviously don ’ t need someone else to tell you how to make up your mind. Just by picking up this book, I can tell you are a discriminating reader. I can also tell you are seeking the straight truth on the creation of video games. This book will teach you the who, what, where and, most importantly, how to design video games. If you have an interest in arcade games, boss fights, chili, deadly traps, ergonomics, fun, giant hydras, haunted mansions, islands and alleys, jumps, killer bunnies, leitmotifs, Mexican pizza, non - player characters, one - sheet designs, pitch sessions, quests, robotic chickens, smart bombs, the triangle of weirdness, un - fun, violence, whack- a - mole, XXX, Y- axis and zombies, then this is the book for you. Before we start, keep in mind that there are many ways to approach game design. All of them are valid, as long as they can communicate the designer ’ s ideas. The tricks and techniques found in  Level Up! are MY WAYS of creating game design. Another quick reminder, when I say  “ I designed a game ” this is an oversimplification. Video games are created by many, many, many talented people (you ’ ll be introduced to them shortly) and to give the impression that I did all the work myself is not only incorrect but egotistical2. There is no “ I ” in team3. The majority of the games I ’ ve helped design were single player action games, so many of the examples found in Level Up! will be skewed towards that perspective. It ’ s just the way I think. But I have also found that most of the gameplay concepts are transferable to many different genres of games. It won ’ t be too hard for you to translate my advice to your own game, no matter what the genre. Another thing before we get started. If you are looking for a single chapter about gameplay, don ’ t bother. Because EVERY chapter in this book is about gameplay. You should be thinking about gameplay all the time and how things affect the player, even when designing passive elements like cutscenes and pause screens. Since you have made it this far, I may as well start by actually telling you the bad news first. Making video games is very hard work 4. I have worked in video games for over 16 years and on games that have sold millions of copies.



No comments:

Post a Comment

Looking For Anything Specific?

Random Novels

BookzCity

Bookzcity is an amazing blog for books. There are many kinds of books in this blog. You can download any kind of book from this blog completely free. There is no need of money to buy books from this blog. For download any book from this blog just click on the download button and enjoy it.




Contact Us

Name

Email *

Message *