Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants. This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know about designing great video games.
Level Up! has been written with all levels of game designers in mind. From beginner level through to the more experienced game designer.
It covers the entire video game creation process, allowing you to learn:
- How to develop marketable ideas
- What perils and pitfalls await them during a game's pre-production, production and post-production stages
- Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
- Understanding what gamers want
- Compelling character design
- Working with player actions
- Techniques for non-human characters
- Camera techniques - the camera as a character
- Designing UI and HUD
- Use level design to tell game's story
- What game designers can learn from theme parks
- Combat, puzzles and game mechanics
- Fun and UNFUN
- How to make the world's greatest Boss battle (and why not to do it)
and tons more - including the business of design, creating design documents, the pitch and more. The book also contains templates to create your own pitch and design documents.
Tips for Creating Virtual Easter Eggs
Amazon-exclsuive content from the author
Don’t create your Easter egg from pornographic or copywritten material. A programmer was fired because of a mature themed Easter egg added in SimCopter (Maxis, 1996) and an entire print run of Tiger Wood 99 PGA Golf Tour (EA, 1999) was recalled because it housed an unauthorized episode of the cartoon South Park. Instead, think about what your audience would want to find. Will what they find be worthwhile to player? There’s nothing sadder than an Easter egg that isn’t filled with candy. 2) Foreshadow
Participants on a real Easter egg hunt know they are looking for eggs - your player should too. Drop clues throughout your game levels to let the player know there are things to find. Use hidden messages, character dialogue or world geometry to let the player know there is something to look for. The aforementioned cow combat level in Diablo 2 started as a series of running jokes in Diablo and Starcraft. Players were expecting a cow level even before it came out. Reverse psychology works well too - a sign in Grand Theft Auto: San Andreas reads “There are no Easter Eggs here” even though there are several Easter eggs hidden throughout the game. 3) Hide in plain sight
Just like in Poe’s classic detective story “The Purloined Letter”, players never expect Easter eggs to be hidden in a “logical place”. They will search in the most unobvious places, using unusual methods of detection because they are looking for a “hidden object.” But while hiding objects can be a battle of wits between the designer and player, I prefer to err on the side of the player. Players love to experience that “ah-ha!” moment when they find your Easter eggs - after all, that’s why you created them! When all is done, I’ve always found that watching players discover Easter eggs is just as much fun as hiding them. Just remember to be fair; make it fun for you as well as the player and give ‘em the “good candy” for their reward! (And not that ribbon candy your Grandma buys.)
From the Author
My intention was that Level Up! could be the book that new and experienced game designers would carry around in their "back pocket" (At over 500 pages, you'd have to have a pretty big back pocket!) to pull out whenever they hit a bump on the road of video game production. I hope that those readers would ask themselves "Let's see what Scott has to say about this" and find my advice helpful and inspirational.
P.S. Try the chili recipe - it's really good!