Product Description
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 todays 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.
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 games 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.
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