- Paperback: 320 pages
- Publisher: Sybex; 1 edition (March 27, 2012)
- Language: English
- ISBN-10: 1118159276
- ISBN-13: 978-1118159279
- Product Dimensions: 7.4 x 0.4 x 9.1 inches
- Shipping Weight: 1.5 pounds (View shipping rates and policies)
- Average Customer Review: 4.6 out of 5 stars See all reviews (5 customer reviews)
- Amazon Best Sellers Rank: #2,187,242 in Books (See Top 100 in Books)
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Game Design Essentials Paperback – March 27, 2012
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From the Back Cover
Learn Game Design Quickly and Easily
This full-color guide gives newcomers a solid foundation in the fundamentals of digital game design. From key design concepts to setting up gameplay navigation to understanding production pipelines, this is the perfect primer, with coverage that includes designing for consoles, PCs, TVs, smartphones, and tablets. If you're an aspiring game artist, here's your chance to learn the art, the technology, and the techniques you need to succeed in this exciting field.
Learn these game design essentialsand more:
Game types, from action to educational to role-playing
Core componentsstory, characters, props, animation
How the playback system affects the visual design
Animation, texture, lighting, sound, and 3D modeling
The game design production pipeline, start to finish
Modes, menus, adjusting gameplay, and other navigation basics
Building levels, interfaces, and a Game Design Document (GDD)
Life in the studiointerviews with industry pros
Learn about the art of creating game backgrounds to convey grandeur or complexity
Good audio and sound effects are an integral part of game creation
This striking Essentials book features:
Chapter-opening learning objectives
Four-color screenshots and illustrations
Essentials and Beyondsummaries and additional suggested exercises
Downloadable support files
About the Author
Briar Lee Mitchell is a partner in the gaming company Star Mountain Studios, as well as a creator of the successful adventure game Apparitions, made with SyFy's ghost hunters, Jason Hawes and Grant Wilson. She was previously a lead artist at Universal Studios Games Division, overseeing the art for K-6 edutainment computer games. Her career began in the 1980s with Lucasfilm and the Smithsonian on their first interactive laserdisc, The Life and Times of Albert Einstein. Mitchell has a master's degree in medical and biological illustration from the University of California, San Francisco, and she has worked for Johns Hopkins, Harvard, and Yale medical institutions producing medical/forensic illustrations and animations. She has also taught courses in visual effects, animation, and game art design at the college level.
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Top Customer Reviews
I've been fascinated by the commercial games for sometime that I've developed a strong interest in understanding what's going on behind the project of developing a commercial game.
This book is the most complete and clear explaination on the process of designing a game for commercial purposes. I really enjoy the explaination on the steps required on the truly professional game design. The fact that this book is written by a professional on the subject being discussed adds the depth of information contents in this book.
If you're interested in understanding what's going on behind the scene of a commercial game development and want to know the ins and outs of the game industry in general, I recommend you to buy and study this book!
it has everything is necessary for knowledge of Game Industry foundations.
highly recommending this book for beginners and also who just want to know more about Games.
There are mainly (basically) two types of people: good and crap ones. Even if you are good, I suggest you to take this book. I'm talking as a programmer involved in game development, I love game programming and I as a lot of programmers out there have a dream to create their own masterpiece. Few succeeds, but a lot (too much) fail their purposes. Thats for inexperience that takes them to bad game design, bad planning, lost of precious time (time IS money) adopting wrong pipelines of work that more experienced people know and avoid.
While I can't tell you this is the best game design book, it teaches the reader a lot of tiny tips and tricks for good game design that put together can change in better your game design skills even if you think you are already good but you never did a complete game before.
Don't think (as I did in the past when I was more crap!) that you already know everything about game design and you can start successfully writing your game, give yourself a try at this book. Specially for (future) aspiring game programmers like me (that want to create almost all themselves), this book is easy to read respect to related game programming manuals, so in 7/10 days you can digest a lot of good tips and tricks from it that save you time. Just some examples: before I read this book, I started planning a game level from less important zones going towards the true meat of the level (where the main scope of the level is). I learned from this book (and at least it works better with me) that starting level design by the opposite lets me do a better planning of the entire thing with less time. I learned that also flow charts can be useful designing what characters can do in the game. Also i learned (probably this was only a my fault but that information was useful to me!) chinese and NOT english/american language is the most used language in the world (and so a chinese version of a game can be good to create for sells).
So, in my opinion, tons of small and good tips for game design in this book tha can be read in relative short time, well written with simple and pratical language and fews or not at all errors.