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Game Design Complete (Paperback)

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

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Game Design Complete + Ultimate Game Design: Building Game Worlds
Price For Both: $56.12

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Editorial Reviews

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 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.

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.

See all Editorial Reviews


Product Details

  • Paperback: 600 pages
  • Publisher: Paraglyph Press (December 12, 2005)
  • Language: English
  • ISBN-10: 1933097000
  • ISBN-13: 978-1933097008
  • Product Dimensions: 8.9 x 7 x 1 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars See all reviews (7 customer reviews)
  • Amazon.com Sales Rank: #1,012,171 in Books (See Bestsellers in Books)

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Customer Reviews

7 Reviews
5 star:
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4 star:
 (2)
3 star:    (0)
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Average Customer Review
4.3 out of 5 stars (7 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
5 of 5 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
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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2 of 2 people found the following review helpful:
5.0 out of 5 stars VERY VERY HIGHLY RECOMMENDED!!, December 2, 2006
Are you currently working as a game designer or just want to learn more about the real-world aspects of game design? If you are, then this book is for you. Author Patrick O'Luanaigh, has done an outstanding job of writing a book that takes a step-by-step approach and starts with the basics of game design.

O'Luanaigh, begins by showing you how to work with the basic constraints that game designers work with and the opportunities that emerge from these. Then, the author focuses on the core game play issues that all designers must master, including cameras, control systems, characters, game environments, and level design.
Next, he shows you how to work with the design challenges that you'll face when creating more elaborate games. He also covers market research and focus groups, how to work with design teams, how to create game prototypes and pitch your designs, and how to design serious games. Finally, he covers disaster management and ends with some practical tips on game design.

This most excellent book takes you deep into the world of game design, from concept to finished product. More importantly, this book gives you expert advice from the most exciting talent working in the games industry today.
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4 of 5 people found the following review helpful:
5.0 out of 5 stars A college text for gamers and would-be developers, April 13, 2006
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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Most Recent Customer Reviews

4.0 out of 5 stars Game Design Complete...............allmost.
I truly enjoyed this book! Patrick O'Luanaigh gives you a complete lesson on the "School of Hard Knocks" game design. Read more
Published 6 months ago by James Uba

4.0 out of 5 stars Nice Game Developers Guide
'Game Design Complete' by Patrick O'Luanaigh is a nice auxiliary book for anyone the designs and develops computer games. Read more
Published on January 10, 2007 by Daniel McKinnon

5.0 out of 5 stars One of a kind management resource
This is a one of a kind book on the project management side of game development. There is real life information on hiring talent, on designing characters, on project management... Read more
Published on January 25, 2006 by Jack D. Herrington

5.0 out of 5 stars designers bible
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... Read more
Published on December 20, 2005 by TJ

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