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Game Design Complete [Paperback]

Patrick O'Luanaigh (Author)
4.3 out of 5 stars  See all reviews (7 customer reviews)


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Book Description

1933097000 978-1933097008 July 1, 2005

Most books on game design and development treat the topic as if designers worked in a vacuum. But in the real world, game design almost always needs to work within the constraints of time, money, hardware and software limitations, marketing issues, sales potential, and other challenges. Anyone who views this as an opportunity rather than a problem can learn to create exciting and truly original titles that become highly successful. The "complete" approach to game design is all about getting into the trenches and uncovering the real-world constraints and issues and providing design solutions that really work.

This highly practical and informative guide shows that designing successful games involves critical factors such as how to design for licenses when a game is based on a film, book, or TV show; how to design for technology that has significant limitations such as limited memory, smaller displays, and limited CPU capacity; how to create designs that are compelling and really hook the player; and how to spot and take advantage of key design trends that are leading the industry. No other book like Game Design Complete brings together the amazing insight of today's top minds to cover topics like designing unique characters, dealing with strange and challenging environments like Mars or the artic, designing a game around famous people, designing a game to stand out as a brand, designing for different demographics, and much more. Throughout, the book is jam-packed with design related war stories, tips, and techniques that really work.


Editorial Reviews

From the Publisher

• Includes interviews with Noah Falstein, Richard Leibowitz, Ben Gunstone, Tim Wright, Simon Andreasen, Dax Ginn, Toby Gard, Andrew Oliver, Raph Koster, Alex Ward, Maryam Bazargan, Chris Nuttall, Ian Baverstock, Tim Heaton, and Dr. Ian Bogost.

• Presents licensed games--one of the hottest areas in game design right now. Learn how to specifically design for licenses, evaluate which licenses to sign, and ensure that your license rights are broad enough.

• Covers designing a game around a famous person; what the limitations and issues are, and how to create a realistic game.

• Shows that sequels to a hot game are a special challenge for game designers. Discusses how game designers can balance creativity with the obvious pressure to "leave what works well alone."

• Shows how designers can tap into the skills of other experts without letting the experts destroy the vision for the game’s design. More and more games are being done in co-operation with directors, well known writers, and even actors, which introduces unique challenges and opportunities.

• Learn about the fundamental differences between PC and console gamers, and the interface and control requirements of the games for those platforms.

About the Author

Patrick O’Luanaigh is currently the Design Director of a new and much larger Eidos. He is responsible for the quality and gameplay of some of the biggest brands in the industry, including Tomb Raider, Hitman, and Conflict. He has become a major figure in the European games industry. He worked as Head of External Development at Codemasters, after helping run their internal design studio. He began their external development program, signing and producing titles such as Operation Flashpoint, Prisoner of War, and the Cannes Palm d'Or nominated title, Music.

In 2000, he moved to SCi Games in London, where he helped build the quality and reputation of the company, overseeing the design of titles such as the Conflict series, which sold over six million copies over the first three versions. He was also closely involved in the signing of new products and working with licensors such as MGM, Miramax, Paramount and Warner Brothers.


Product Details

  • Paperback: 600 pages
  • Publisher: Paraglyph Press (July 1, 2005)
  • Language: English
  • ISBN-10: 1933097000
  • ISBN-13: 978-1933097008
  • Product Dimensions: 8.9 x 7 x 1 inches
  • Shipping Weight: 1.5 pounds
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Best Sellers Rank: #1,887,786 in Books (See Top 100 in Books)

 

Customer Reviews

7 Reviews
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Average Customer Review
4.3 out of 5 stars (7 customer reviews)
 
 
 
 
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6 of 7 people found the following review helpful:
2.0 out of 5 stars might as well burn your money as buy this book, February 7, 2006
This review is from: Game Design Complete (Paperback)
I was very disappointed by this book. It comes across as a low-fi look at the broad subject area of game design, more or less bereft of any information that is beyond common sense.

The author (whom the back of book blurb refers to as a "Master Game Designer") comes across as condescending, and generally displays a poor grasp of the subject, despite the fact that he is the design director for a video game publishing company.

The book seems focussed primarily on the business considerations of game design, rather than on being a useful resource for expanding a game designer's creative problem solving repertoire.

If you wish to learn something useful about game design then I reccommend you purchase a different book.
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4 of 6 people found the following review helpful:
5.0 out of 5 stars designers bible, December 20, 2005
This review is from: Game Design Complete (Paperback)
this is an excellent book covering a holistic approach to game design. it covers everything you would want to know and has some fantastic interviews by some well known designers. i'd recommend this for anyone interested in games.
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4 of 6 people found the following review helpful:
5.0 out of 5 stars A college text for gamers and would-be developers, April 13, 2006
This review is from: Game Design Complete (Paperback)
Patrick O'Luanaigh's GAME DESIGN COMPLETE would do well as a college text for game designers and would-be developers; especially those with some basic skills who seek to expand their opportunities. Chapters come from a master game designer who probes the field from concept to polished product, discussing real-world financial and space constraints influencing the development strategy and using lessons from other game design masters to reinforce options which take these constraints into account.
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