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Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
 
 
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Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer (Paperback)

by Jim Thompson (Author), Barnaby Berbank-Green (Author), Nic Cusworth (Author)
Key Phrases: red robot, level design document, game design document, Half Life, Space Invaders, Grand Theft Auto (more...)
4.3 out of 5 stars See all reviews (3 customer reviews)

List Price: $50.00
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Frequently Bought Together

Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer + The Game Maker's Apprentice: Game Development for Beginners (Technology in Action) + The Ultimate Guide to Video Game Writing and Design
Price For All Three: $71.46

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Editorial Reviews

Product Description
Practical, complete coverage of game design basics from design process to production

This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production.

Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.

From the Back Cover
Take your first step into the exhilarating world of game design with this fully structured course book. Richly illustrated with screengrabs and artwork, step-by-step tutorials take you through all aspects of designing and developing dynamic computer games.
  • Find out the conventions of gameplay; the principles of linear and sandbox games; how to create games for a variety of platforms; how to develop and animate characters, levels, and environments that will excite and engage players.
  • Including practical exercises and assignments, information on the major software programs and game engines that will render your ideas a (virtual) reality, and advice on going pro, this unique book is your portal to the gaming industry.


See all Editorial Reviews

Product Details

  • Paperback: 192 pages
  • Publisher: Wiley (March 9, 2007)
  • Language: English
  • ISBN-10: 0471968943
  • ISBN-13: 978-0471968948
  • Product Dimensions: 8.7 x 8.7 x 0.7 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.com Sales Rank: #230,693 in Books (See Bestsellers in Books)

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Customer Reviews

3 Reviews
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 (2)
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Average Customer Review
4.3 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
19 of 19 people found the following review helpful:
5.0 out of 5 stars As well thought out as a AAA game, September 18, 2007
By M. Hall (Brampton, Ontario Canada) - See all my reviews
(REAL NAME)   
Recently I started to entertain the idea for a game prototype I had in mind, since I was a bit green on the process I wanted to find a book that will cover the basics and make it all crystal clear for me. Unfortunately most books on the topic were severely out of date, unnecessarily complex or even too expensive to warrant a purchase. That's when I found Game Design: Principles, Practice, and Techniques and being recently published, it was an added bonus. This book not only takes the reader through the entire process of the production cycle, but it keeps everything light and entertaining with just the right balance of type and a wealth of colored illustrated pages, just the way I like it. And with illustrations on practically every page, it wasn't hard for a visual guy like me to read the book from cover to cover. (Why are there no programming books like this is beyond me)

Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth keeps the book extremely consistent between the three of them, so well in fact that you won't realize when another author took over.

The book is broken up into 3 chapters; the first begins with a brief history in video games and takes you through the genres, styles and popular game mechanics used today, which are broken up with practical case studies.
The second chapter then moves unto elaborating on what you previously learnt and applying it to the real world. Everything from creating a game design document to gathering inspiration for concept art, level design and actually taking you through the process of creating a low poly solider from concept to completion. However keep in mind most of the topics are just the fundamentals to get you going, and rarely spans more than two pages since there's so much to cover, but it's all well written and flows like a gentle summer breeze. The third chapter then takes you through the pitching process, prototyping and a discussion on industry standard tools.

All in all it was a great book to read and money well spent, I've learnt quite a bit, and the only topics I wished they covered more was some programming and asset management, but as it stands the book still makes a great reference and resource.

Would I recommend it? Absolutely! Especially if you're a bit fuzzy on the process of taking a game from idea to prototype and beyond. Here's hoping for a 2nd edition expanding into more advanced discussions.
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5.0 out of 5 stars Good book!, April 3, 2009
Bought this book for a class I was taking. Good read, really good examples to back up the text. Very relevant materials.
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0 of 1 people found the following review helpful:
3.0 out of 5 stars It was an ok book, but easily forgetable, September 25, 2008
By J. Elkes "JanitorJoe" (Archdale, NC USA) - See all my reviews
(REAL NAME)   
My title pretty much sums it up. While this was an interesting book, all it did was define the different game types and give very brief descriptions about character, level, and model design. Again fun to read, but nothing I could not have found on the internet.
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