Game Design Deep Dive

Game Design Deep Dive

Author: Joshua Bycer

Publisher: CRC Press

ISBN: 9781000636437

Category: Computers

Page: 204

View: 759

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Game Design Deep Dive: Free-to-Play (F2P) continues the series’ focus on examining genres with a look at the history and methodology behind free-to-play and mobile games. The genre is one of the most lucrative and controversial in the industry. Josh Bycer lays out not only the potential and pitfalls of this design but also explores the ethics behind good and bad monetization. This book offers: A comprehensive look at the practices behind the most popular free-to-play and mobile games A detailed talk about the ethics of F2P, and one of the few honest looks at it from both sides of the argument A perfect read for designers, students, or people wanting to educate themselves about the practices of the genre Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.

Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

Author: Joshua Bycer

Publisher: CRC Press

ISBN: 9781000451016

Category: Computers

Page: 144

View: 718

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The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.

Game Design Deep Dive

Game Design Deep Dive

Author: Joshua Bycer

Publisher: CRC Press

ISBN: 9780429560576

Category: Computers

Page: 140

View: 341

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The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective. Key Selling Points: The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping. A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint. A must read for anyone interested in building their own platformer or just interested in the history of the game industry’s most famous game mechanic. This book is a perfect companion for someone building their first game or as part of a game design classroom. Includes real game examples to highlight the discussed topics and mechanics. Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study.

Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

Author: Joshua Bycer

Publisher: CRC Press

ISBN: 0367721740

Category:

Page: 130

View: 585

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The Game Design Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, psychological horror, and more. Thanks to recent hits like Five Night's at Freddy's, Bendy and the Ink Machine, and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Deep Design series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. Key Features A perfect read for anyone interested in the horror genre, who wants to understand game design, or simply curious from a historical standpoint. Includes real game examples to highlight the discussed topics and mechanics. Explores the philosophy and aspects of horror that can be applied to any medium. This book is a perfect companion for someone building their first game or as part of a game design classroom. Author Bio: Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study and is now working on the Game Design Deep Dive series.

Game Design Deep Dive

Game Design Deep Dive

Author: Joshua Bycer

Publisher: CRC Press

ISBN: 1032207612

Category:

Page: 0

View: 782

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An examination on the history and design philosophy surrounding free to play games, and a discussion on monetization and economy systems and what does it mean to make ethical free to play gameplay.

Game Design Deep Dive

Game Design Deep Dive

Author: Joshua Bycer

Publisher: CRC Press

ISBN: 0367638193

Category:

Page: 120

View: 447

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Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon's Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.

Game Development Using Python

Game Development Using Python

Author: James R. Parker, PhD

Publisher: Mercury Learning and Information

ISBN: 9781683926252

Category: Computers

Page: 338

View: 458

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This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made available for download. New chapters on card games and a side-scroller. The companion files contain all of the resources described in the book, e.g., example code, game assets, video/sound editing software, and color figures. Instructor resources are available for use as a textbook. FEATURES: Teaches basic game development concepts using Python including graphics, sound, artificial intelligence, animation, game engines, collision detection, Web-based games, and more Includes code samples using Pygame Features new chapters on card games (Ch.11) and building a side-scrolling game (Ch.12) Includes a companion disc with example code, games assets, and color figures

The World of Scary Video Games

The World of Scary Video Games

Author: Bernard Perron

Publisher: Bloomsbury Publishing USA

ISBN: 9781501316210

Category: Mathematics

Page: 488

View: 847

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As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Game Design

Game Design

Author: Paul Schuytema

Publisher:

ISBN: UVA:X030105001

Category: Computers

Page: 420

View: 438

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The author teaches game design from concept to delivery through the creation of a sample game using a simple scripting language called Lua and a DX9 game shell. Techniques covered are applicable across the PC and game console platforms. Game design industry veterans reveal their secrets in sidebars throughout the book, and techniques are illustrated with b&w screen shots. The accompanying CD-ROM contains the demo game, a 2D game engine, Lua scripts, and other tools.

DIE

DIE

Author: Kieron Gillen

Publisher: Image Comics

ISBN: 9781534325678

Category: Comics & Graphic Novels

Page: 660

View: 228

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In the nineties, six teenagers disappeared into a fantasy role-playing game. Only five returned. Nearly thirty years later, these broken adults are dragged back to discover the game isn’t finished with them yet. KIERON GILLEN (THE WICKED + THE DIVINE) and STEPHANIE HANS (Journey Into Mystery)’s award-winning, critical-hit series is collected in a single, beautiful, oversized hardcover volume. Collects DIE #1-20 Select praise for DIE: “GILLEN subverts high fantasy adventure tropes with an infusion of creepy horror, resulting in an exploration of arrested adolescence and the effects of childhood trauma made truly haunting by Hans’ realistic illustrations and Cowles’ gloomy color palette.” —Library Journal “Makes for a heady combination of fascinating worldbuilding, compellingly broken characters tearing each other apart (sometimes emotionally, sometimes literally), and vivid, striking artwork.” —io9/Gizmodo “A deliciously dark Phantom Tollbooth-like journey told through a lens of broken humanity and a deconstruction of the role-playing game’s roots. I am entranced.” —Matthew Mercer, Critical Role TRIM SIZE: 7.25" x 10.875"

Video Game Design Revealed

Video Game Design Revealed

Author: Guy W. Lecky-Thompson

Publisher: Course Technology PTR

ISBN: STANFORD:36105131745148

Category: Computers

Page: 322

View: 409

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Whether you are a professional game developer working in an established studio or a creative thinker interested in trying your hand at game design, "Video Game Design Revealed" will show you the steps and processes involved in bringing a video game from concept to completion. Beginning with an overview of the history of video games and an examination of the elements of successful games, the book breaks down the video game design process into its simplest elements and builds from there. You'll learn how to take an idea and tweak it into a viable game based on the genre, market, game style, and subject matter, moving on to creating and organizing a timeline for the production of the game. Once you've mapped out your game production plan and gathered all the information you need, you'll learn how to choose the development platform and other technologies that best suit the game you've designed, add sound and graphics, and apply game mechanics such as whether the game will be single-player or multiplayer and what levels and objects to add to your game to make it challenging and interesting. "Video Game Design Revealed" concludes with guidelines on how to compose a proposal to be used to present your idea to the game industry as well as tips and information on how to find and contact game studios, publishers, and investors to help you make your game design a reality..