Game Design Theory and Practice, Second Edition | |
by Richard Rouse III | ISBN:1556229127 |
Wordware Publishing ?2005 (698 pages) | |
This author balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with examples from the author's experiences. | |
Table of Contents | |||
Game Design”Theory & Practice, Second Edition | |||
Foreword | |||
Introduction | |||
Chapter 1 | - | What Players Want | |
Chapter 2 | - | Interview: Sid Meier | |
Chapter 3 | - | Brainstorming a Game Idea: Gameplay, Technology, and Story | |
Chapter 4 | - | Game Analysis: Centipede | |
Chapter 5 | - | Focus | |
Chapter 6 | - | Interview: Ed Logg | |
Chapter 7 | - | The Elements of Gameplay | |
Chapter 8 | - | Game Analysis: Tetris | |
Chapter 9 | - | Artificial Intelligence | |
Chapter 10 | - | Interview: Steve Meretzky | |
Chapter 11 | - | Storytelling | |
Chapter 12 | - | Game Analysis: Loom | |
Chapter 13 | - | Multi-Player | |
Chapter 14 | - | Interview: Chris Crawford | |
Chapter 15 | - | Getting the Gameplay Working | |
Chapter 16 | - | Game Analysis: Myth: The Fallen Lords | |
Chapter 17 | - | Game Development Documentation | |
Chapter 18 | - | Interview: Jordan Mechner | |
Chapter 19 | - | The Design Document | |
Chapter 20 | - | Game Analysis: The Sims | |
Chapter 21 | - | Designing Design Tools | |
Chapter 22 | - | Interview: Will Wright | |
Chapter 23 | - | Level Design | |
Chapter 24 | - | Game Analysis: Grand Theft Auto III | |
Chapter 25 | - | Playtesting | |
Chapter 26 | - | Interview: Doug Church | |
Conclusion | |||
Appendix A | - | Sample Design Document: Atomic Sam | |
Appendix B | - | Sample Design Document: The Suffering | |
Glossary | |||
Selected Bibliography | |||
Index | |||
List of Figures |