Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems - including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, an introduction by David "God of War" Jaffe and even a brand-new chili recipe -making it an even more indispensable guide for video game designers both "in the field" and the classroom. Grab your copy of Level Up! 2nd Edition and let's make a game!. Intro -- Title Page -- Copyright Page -- Contents -- Introduction Press Start! -- If You Are Anything Like Me -- No, You Can't Have My Job -- Who Is This Book For? -- Why a Second Edition? -- Level 1: Welcome, N00bs! -- A Brief History of Video Games. -- The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens. -- Game Genres. -- Who Makes This Stuff? -- Have You Thought about Publishing?. -- Level 2: Ideas -- Ideas: Where to Get Them and Where to Stick Them. -- Getting Ahead of the Game. -- What Do Gamers Want?. -- Brainstorming. -- Breaking Writer's Block. -- Why I Hate "Fun". -- Level 3: Writing the Story -- Once Upon a Time . . .. -- The Triangle of Weirdness. -- A Likely Story. -- Time to Wrap It Up. -- A Game by Any Other Name. -- Creating Characters Your Players Care About. -- A Few Pointers on Writing for Kids of All Ages. -- Writing for Licenses. -- Level 4: You Can Design a Game, but Can You Do the Paperwork? -- Writing the GDD, Step 1: The One-Sheet. -- Writing the GDD, Step 2: The Ten-Pager -- Writing the GDD, Step 3: Gameplay Progression -- Writing the GDD, Step 4: The Beat Chart -- Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It) -- Writing the GDD, Step 6: Above All, Don't Be a Jerk -- Level 5: The Three Cs, Part 1: Character -- Who Do You Want To Be Today? -- Finally, We Talk About Gameplay -- Level 6: The Three Cs, Part 2: Camera -- Get It Right: Camera Views -- First Person Camera -- Third Person Camera -- Giving Up Control -- Two and a Half D -- Isometric Camera -- Top-Down Camera. -- AR Cameras. -- Special Case Cameras. -- Tunnel Vision. -- Camera Shot Guide. -- Camera Angle Guide. -- Camera Movement Guide. -- Other Camera Notes. -- Multiple-Player Cameras. -- Level 7: The Three Cs, Part 3: Controls -- Control Is in Your Hand. -- You've Got the Touch.
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