Developing Creative Content for Games

Developing Creative Content for Games
Author: Greg Johnson
Publisher: CRC Press
Total Pages: 315
Release: 2019-01-22
Genre: Computers
ISBN: 1498777678

This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works. Key Features Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications

Gamedev

Gamedev
Author: Wlad Marhulets
Publisher:
Total Pages: 270
Release: 2020-06-29
Genre:
ISBN: 9781735232508

If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.

Theory of Fun for Game Design

Theory of Fun for Game Design
Author: Raph Koster
Publisher: "O'Reilly Media, Inc."
Total Pages: 292
Release: 2013-11-08
Genre: Computers
ISBN: 1449363172

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Game Thinking

Game Thinking
Author: Amy Jo Kim
Publisher: Gamethinking.IO
Total Pages: 214
Release: 2018-05-25
Genre: Games
ISBN: 9780999788547

During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

The Game Production Handbook

The Game Production Handbook
Author: Heather Maxwell Chandler
Publisher:
Total Pages: 448
Release: 2006
Genre: Computers
ISBN:

Using a fictitious game project, the book follows the project from concept to gold master. Using this approach, it teaches producers, leads, and studio managers the techniques and processes needed to develop games successfully.

Developing Creative Content for Games

Developing Creative Content for Games
Author: Greg Johnson
Publisher: CRC Press
Total Pages: 432
Release: 2019-02-15
Genre: Computers
ISBN: 1498777767

This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works.