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eBook Computer Game Design: Theory and Practice ePub

eBook Computer Game Design: Theory and Practice ePub

by Richard Rouse

  • ISBN: 1556227353
  • Category: Programming
  • Subcategory: Computers
  • Author: Richard Rouse
  • Language: English
  • Publisher: Wordware Publishing, Inc. (February 25, 2001)
  • Pages: 608
  • ePub book: 1433 kb
  • Fb2 book: 1882 kb
  • Other: doc lrf mbr azw
  • Rating: 4.6
  • Votes: 250

Description

Book by American Mathematical Society Short Course, Game Theory and its Applications (1979 : Biloxi.

Book by American Mathematical Society Short Course, Game Theory and its Applications (1979 : Biloxi. 53 MB·25,821 Downloads. Music in theory and practice, Bruce Benward, Marilyn Saker. 8th ed. p. cm volume text Music in Theo. 9 MB·10,616 Downloads. Dr. von Hauner Children's Hospital.

Game Design: Theory & Practice focuses on this elusive topic and how you can .

Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. Author Biography: Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software.

Rouse has written about game design for publications including Game Developer, SIGGRAPH Computer Graphics . Richard Rouse III. Illustrations by: Steve Ogden. Foreword by: Noah Falstein.

Rouse has written about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Develop, Gamasutra, My VideoGames. com, and Inside Mac Games, and has spoken on game development numerous times at the Electronic Entertainment Expo. Atomic Sam character designed by Richard Rouse III and Steve Ogden.

Computer Game Design book . One of the most important but least discussed elements of a computer. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Rouse has written extensively about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Gamasutra, and Inside Mac Games.

Game design: theory & practice, by Richard Rouse III ; illustrations by Steve Ogden. 2nd ed. cm. Includes bibliographical references and index. ISBN 1-55622-912-7 (pb. 1. Computer games Programming. C672R69 2004 79. '1526 dc22 2004015102 CIP.

Game design: theory & practice, by Richard Rouse III ; illustrations by. . This book is about developing original computer games that will hopefully have the same mind-blowing effect on players that Space Invaders had on my young brain.

Game design: theory & practice. Book · January 2004 with 193 Reads. How we measure 'reads'. Detailed analysis of successful games is interwoven with concrete examples from Rouse's own experience.

Richard Rouse, III. "Both burgeoning game designers and devoted gamers should consider an essential read. Computer Gaming World "Ultimately, in both theory and practice, Rouse's Game Design bible gets the job done.

Richard Rouse III (foreword by Noah Falstein). The book details the stages of designing a computer or video game, including subjects such as "what players want", writing a design document, and gameplay testing. The book includes interviews with a number of famous game designers, including Sid Meier, Ed Logg, Steve Meretzky, Chris Crawford, Jordan Mechner, Will Wright, and Doug Church. List of books on computer and video games.

One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining.

Comments

Gholbithris Gholbithris
I have read around 10 books on game development (and watched or listened to several presentations) at this point, and am in the process of making my first game. I gave this book five stars for its value to me, especially in terms of how the various aspects of game documentation can useful in both clarifying your own thoughts and explaining your game to others. By documentation I mean various summaries that describe things like plot, dialogue/narrative, game play, back story, etc. Simply discussing these topics gave me additional game ideas and ways to conceptualize what I was doing in game design and what I should be doing. I would generally agree with the reviewer who said "beginner to intermediate," although I know from experience that people have widely differing ways of creating and promoting their works, and I could see an advanced game developer who didn't much like writing things down learning from this. I have not seen this topic area (game development documentation) treated with the depth and interesting discussion that this book contains.
The writing is very clear, although there is definitely repetition in places--nothing I couldn't skip over a few pages to get past. The specific games that are discussed are dated, but as usual, there are concepts and lessons that the developers (like Chris Crawford) offer in their interviews that are applicable to most games, and are also very interesting if you haven't seen their interviews before. I happen to be writing a branching choice scifi adventure game, so the discussion of the author's development of his branching choice adventure game was very helpful for me.
All in all, highly recommended.
Levion Levion
The balance of this book is excellent. It's helping me learn to think like a game designer, nit just a programmer & game player with good ideas. There's a lot of helpful knowledge and experience out there, and this is like a cheat code to unlock better game design.
Thofyn Thofyn
This book is entertaining as well as informative. Not only will you receive an introduction to every aspect of game design, but you will also come away from this book with a very important perspective on the history of video and computer games. I recommend this book to anyone interested in learning how to design computer games.
Yojin Yojin
Im still reading it, entertaining and funny
Moralsa Moralsa
Really nothing to say other than it came in great condition lol,...I purchased an ecopy and read it once, pretty good read..helps so much to have it on hand
superstar superstar
DID YOU KNOW THAT CENTIPEDE IS THE GREATEST GAME EVER MADE!? OR THAT TETRIS IS THE SECOND BEST GAME EVER MADE I COULD GO ON AND ON WITHOUT PUNCUATION OR PROPER SENSE ABOUT HOW GREAT THIS BOOK IS! IF IT WAS A VIDEO GAME IT MIGHT BE THE 3RD BEST GAME EVER MADE EVAR!

SO GREAT THAT I SEEM INCAPABLE OF GETTING OUT OF CAPS LOCK!
Thordibandis Thordibandis
Each of the chapters of this book fall into one of three categories: an interview with a prominent game designer, an analysis of a successful game, or a discussion of game design principles. Each is valuable for different reasons, so I'd like to review each of them separately.
The interviews are interesting, and go into much greater depth than most interviews you see. As a result, you're able to get a good idea of how each designer approaches the game design process, which can be useful in analyzing your own methods.
The chapters analyzing games focused on a single game, but also looked at similar games in the genre. If you're an aspiring game designers, you'll benefit from these chapters. Partially because you will see what these games did well, but moreso because they will encourage you to analyze the design aspects of the games you're playing to see what they do right, what they do wrong, and how you can apply that to your own designs.
About half of the chapters of the book cover various aspects of game design, presenting the author's own theories about what's important, what isn't, and the things you should be thinking about. It's hard to review the value of this; some of it you'll agree with, and some of it you may not. Depending on your degree of experience, some of it may be obvious, some of it may be new, and some of it may help you focus on areas you've been neglecting.
Overall, I wouldn't consider this book a must-have, but if you're interested in becoming a well-rounded and successful game designer, there's a lot in here that will be of value to you.