Level Up! The Guide to Great Video Game Design 2nd Edition
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Want to design your own video games? Let expert Scott Rogers show you how!
If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.
Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:
- Developing your game design from the spark of inspiration all the way to production
- Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged
- Creating games for mobile and console systems – including detailed rules for touch and motion controls
- Monetizing your game from the design up
- Writing effective and professional design documents with the help of brand new examples
Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom.
Grab your copy of Level Up! 2nd Edition and let’s make a game!
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Editorial Reviews
About the Author
Scott Rogers (Thousand Oaks, CA) is a Principal Imagineer at Walt Disney. After deciding that game designers have more fun, Scott embarked on a career creating game designs for a number of successful titles including Sony's GOD OF WAR, Capcom's MAXIMO: GHOSTS TO GLORY and its sequel MAXIMO VS. ARMY OF ZIN, Namco's PAC-MAN WORLD and THQ's DRAWN TO LIFE series. He lives in Thousand Oaks with his family and a large collection of video games.
Product details
- Publisher : Wiley; 2nd edition (April 28, 2014)
- Language : English
- Paperback : 560 pages
- ISBN-10 : 1118877160
- ISBN-13 : 978-1118877166
- Item Weight : 1.92 pounds
- Dimensions : 7.3 x 1.5 x 9.2 inches
- Best Sellers Rank: #42,398 in Books (See Top 100 in Books)
- #3 in Game Programming
- #3 in Computer & Video Game Design
- #75 in Software Development (Books)
- Customer Reviews:
About the author

After discovering that game designers have more fun, Scott Rogers embarked on a 25+ year career in games. He has helped design many successful video games including: Pac-Man World, the Maximo series, God of War, Drawn to Life series, Darksiders and Warhammer 40K. A former Disney Imagineer, Scott has designed board games (Pantone the Game, Rayguns and Rocketships), authored books (Level Up! The Guide to Great Video Game Design and Swipe This! The Guide to Touchscreen Game Design) and is featured in the documentary film Gamemasters (2020). He has taught game design at USC's prestigious school of interactive media and at the New York Film Academy in Los Angeles where he is the host/producer of their popular Masters of Game Design speaker series. Scott lives just outside Los Angeles with his lovely wife, two children and many, many action figures, comic books, video and board games.
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It makes the book entertaining and broadly informative.
Instead of focusing on specific niches in the game dev industry they focus on broad overarching lessons that anybody could use.
it helped me grasp the overwhelming task of creating a game, and by laying things on the table in a plain and orderly fashion made the endeavor seem a little less intimidating.
It is a very practicle book and offers some very useful "hands on" tips.
that being said it is built around designing a platformer and while it offers tips that are applicable for other genres, it is relatively thin on game design theory.
So. great book for starters - less so for more experienced game designers and enthusiasts wanting to hone and deepen their skill as game creators, and experience fabricators.
Top reviews from other countries
I'm around half-way through it at this point, so keep that in mind.
Looking at it objectively, the book covers the game design workflow in detail, explaining basics as well as professional tools and practices. The frequent illustration makes for some added detail and charm, while simultaneously breaking up some lengthy explanations. The author clearly has lots of experience working on games with a team, and they'll often bring up first hand experience as an example. This makes the whole thing more credible. I've learned quite a bit in so far, and I'm certain I'll get to learn much more before I finish the book.
That said, I have to add that the book feels a little rushed and unpolished. There's the occasional reference to other parts of a game development team that feel a little second hand or hearsay. While not part of the expertise for the book's topic, still a little off-putting.
There are also a number of missing words or odd sentences here and there which really reduce the credibility of the author, especially since they reinforce the importance of attention to detail. It's nothing major, but it might be detrimental to some people's experience.
Overall, a great little book that provides plenty of knowledge and some first hand experience about designing games which, while maybe a little unpolished in places, is a good start for anyone looking to give game design a go.
Update- if you are a one person designer this book isn’t for you. It’s more for larger design houses that produce design docs etc.
If you already owned the first edition then there isn't a lot more in this one but, it does contain some useful updates and tips and remains an essential part of any game designers book shelf. This and a book of lenses are the two design books that Inever hesitate to recommend when asked what someone should read when looking at designing games.
The topics covered within the book are indeed everything you need to know about desigining and developing games across any platform imaginable. Also this updated 2nd editon covers many of the newer fads and trends in modern games such as mobile apps and digital downloads.
This will remain an integral part of my library and close at hand whilst developing games in future.








