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Level Up!: The Guide to Great Video Game Design 1st Edition
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Purchase options and add-ons
- ISBN-109780470688670
- ISBN-13978-0470688670
- Edition1st
- PublisherWiley
- Publication dateJuly 6, 2010
- LanguageEnglish
- Dimensions7.4 x 1.06 x 9.22 inches
- Print length514 pages
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Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants. This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know about designing great video games.
Level Up! has been written with all levels of game designers in mind. From beginner level through to the more experienced game designer.
It covers the entire video game creation process, allowing you to learn:
- How to develop marketable ideas
- What perils and pitfalls await them during a game's pre-production, production and post-production stages
- Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
- Understanding what gamers want
- Compelling character design
- Working with player actions
- Techniques for non-human characters
- Camera techniques - the camera as a character
- Designing UI and HUD
- Use level design to tell game's story
- What game designers can learn from theme parks
- Combat, puzzles and game mechanics
- Fun and UNFUN
- How to make the world's greatest Boss battle (and why not to do it)
and tons more - including the business of design, creating design documents, the pitch and more. The book also contains templates to create your own pitch and design documents.
Tips for Creating Virtual Easter Eggs
Amazon-exclsuive content from the authorSpring is here! The sun is shining, the flowers are blooming and the bunnies are doing what they do best… hiding Easter eggs. Video game designers hide Easter eggs too, but not the kind of Easter egg that you smell in September if you don’t find it in April. In fact, in video games, the term Easter egg has less to do with the egg itself, and more to do with it being surprises hidden within a video game for the player to find - like a virtual Easter egg hunt. The first Easter egg appeared in Adventure (Atari, 1979) when programmer Warren Robinett hid his in-game credit behind a secret wall. This kicked off a tradition of developers putting themselves (and loved ones) into their games. Can you find the developers in Doom II, Maximo: Ghost to Glory, Saints Row 2 and Drawn to Life? (I’ll wait.) Easter egg cameos aren’t limited to real people. Players can discover Yoshi in Mario 64 (Nintendo, 1996), battle Reptile in Mortal Kombat (Midway, 1992) or play as Cloud Strife in Final Fantasy Tactics. (Square, 1997)
Easter eggs come in all shapes and sizes - from hidden images, music tracks and secret encoded messages to full blown additional game experiences. Blizzard, for example, has a fine tradition of Easter eggs in their games. Diablo 2 features an entire level filled with killer cows while World of Warcraft treated their subscribers to a literal Easter egg hunt for eggs filled with virtual candy and costumes. The Metal Gear series is infamous for its Easter eggs including ones where you can shoot Nintendo’s mascot Mario, battle zombies and spy on scantily clad women.
Not all Easter eggs are filled with delicious candy; a few rotten eggs have spoiled the basket. The most infamous Easter egg is “hot coffee” a sex themed mini-game in Grand Theft Auto: San Andreas. (Rockstar, 2004) The mini-game was “remmed out” by the game’s developer before release but was accessible by hacking the game’s code. Despite the fact that the average consumer could not access the mini-game, its discovery caused the ESRB to change the game’s rating to an AO - the gaming industry’s equivalent to an X rating. Retailers refused to carry the game, all copies were pulled from store shelves and the entire stock of the game with the hot coffee code removed had to be reprinted. Here’s a few more tips what to do (and what not to do) when creating Easter Eggs for your game:
1) Use common sense
Don’t create your Easter egg from pornographic or copywritten material. A programmer was fired because of a mature themed Easter egg added in SimCopter (Maxis, 1996) and an entire print run of Tiger Wood 99 PGA Golf Tour (EA, 1999) was recalled because it housed an unauthorized episode of the cartoon South Park. Instead, think about what your audience would want to find. Will what they find be worthwhile to player? There’s nothing sadder than an Easter egg that isn’t filled with candy.2) Foreshadow
Participants on a real Easter egg hunt know they are looking for eggs - your player should too. Drop clues throughout your game levels to let the player know there are things to find. Use hidden messages, character dialogue or world geometry to let the player know there is something to look for. The aforementioned cow combat level in Diablo 2 started as a series of running jokes in Diablo and Starcraft. Players were expecting a cow level even before it came out. Reverse psychology works well too - a sign in Grand Theft Auto: San Andreas reads “There are no Easter Eggs here” even though there are several Easter eggs hidden throughout the game.3) Hide in plain sight
Just like in Poe’s classic detective story “The Purloined Letter”, players never expect Easter eggs to be hidden in a “logical place”. They will search in the most unobvious places, using unusual methods of detection because they are looking for a “hidden object.” But while hiding objects can be a battle of wits between the designer and player, I prefer to err on the side of the player. Players love to experience that “ah-ha!” moment when they find your Easter eggs - after all, that’s why you created them!When all is done, I’ve always found that watching players discover Easter eggs is just as much fun as hiding them. Just remember to be fair; make it fun for you as well as the player and give ‘em the “good candy” for their reward! (And not that ribbon candy your Grandma buys.)
From the Back Cover
Scott Rogers, the video game designer behind hits such as Pac-Man World, God of WarTM, the Maximo Series, and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:
- Create what gamers want
- Bring compelling (and playable) characters to life
- Build game levels that tell stories and challenge players
- Design everything from controls to cutscenes to combat
- Structure your game documents for success
- Pitch your game like the professionals
Level Up! has been written with all levels of game designers in mind. Over 400 drawings illustrate design concepts and common pitfalls of game design, making Level Up! an indispensible guide for video game designers both 'in the field' and the classroom.
So what are you waiting for? Grab this book and prepare to Level Up!
Product details
- ASIN : 047068867X
- Publisher : Wiley; 1st edition (July 6, 2010)
- Language : English
- Paperback : 514 pages
- ISBN-10 : 9780470688670
- ISBN-13 : 978-0470688670
- Item Weight : 1.89 pounds
- Dimensions : 7.4 x 1.06 x 9.22 inches
- Best Sellers Rank: #545,648 in Books (See Top 100 in Books)
- #114 in Computer & Video Game Design
- #274 in Game Programming
- #626 in Software Development (Books)
- Customer Reviews:
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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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How do I know? Not only have I read the book, I was also Scott's boss at THQ from 2009-2010 when I worked there as Director of Creative Management. I was PAID to write his job reviews then, now I'm offering this review to you gratis.
THE AUTHOR
Scott was our department's heavy hitter when it came to nuts and bolts game design. He was a lifelong gamer (pen and paper as well as video game) who had been in the business from the early days. He'd seen and played it all, but more importantly he studied it. He had a detailed understanding of the underlying mechanics, psychology, and technical aspects of game design.(While I still haven't forgiven him for making Maximo (Capcom) too difficult early in his career) Scott was the go-to guy in the company for making good games better and "troubled" games shippable.
He also put together a little booklet on game design basics that got passed around the office and among some of the developers who we worked with. It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should already know." It's been my experience that most people working professionally in business don't know, or simply ignore this stuff and this is why a large number of the commercially released games fall short of reaching their potential.
Level UP! was created when Scott finally decided to "put on his daddy pants" (his words, not mine) and turn his booklet into a full-fledged book for the masses. I'm glad he did.
THE BOOK
The book opens with an overview of video game history and a general description of who does what on a development and publishing team. It's good for beginners; seasoned pros can skip to chapter two. Here, Scott discusses how to start with an idea and build it into a concept. Chapter three is about the story of the game, or what the game is about. Here Scott introduces his concept of "The Triangle of Weirdness." Ignore it at your own peril.
Chapter four is about writing the Game Design Document (a thankless task). It is full of helpful information including Scott's "Beat Chart" - a tool for developing and mapping the structure of your game.
By Chapter Five, Scott begins disclosing the things you only learn from years of experience in the business; things about Characters, Cameras and Controls. Next is walking, jumping, climbing and all other manners of character motion in games. One of my favorite Scott quotes that made it into the book is "Walking isn't Gameplay." It's right here on page 96.
The rest of the book delves ever deeper into all types of design and execution topics. It's peppered with Scott's illustrations which are included to clarify and entertain. You may, or may not, care for their style but you'll find them simply rendered and easy to understand.
The book is full of great information as well as being organized and laid out well, which makes it an ideal reference work for real-world game designers. Crucial information is clearly called out and easy to find. Each chapter ends with a synopsis of its "Universal Truths and Clever Ideas" and the table of contents and index were obviously created with care to make finding what you're looking for a breeze.
I was the first person to pre-order this book on Amazon. I bought it and paid full price rather than asking Scott to get me a complimentary copy because I believed the information in it would be valuable to me and my career. It has been.
If you're serious about a career in this business of video games you owe it to yourself to do as I've done. Buy Level UP!, read it cover to cover and go back to it often in your times of need - and believe me there will be many times of need if you work in this business.
Laddie Ervin
Scott's former boss
and video game industry professional
The one criticism I have is that "Level Up!" touches on virtually every subject that goes into making games, which is a lot to cover and unfortunately lead to some generalizations. For example, some of the "VERY IMPORTANT THINGS" are based solely on his experiences, which is fine cause people write about what they know, but I found some that I didn't agree with. And that would be OK, except that they are passed off of rules instead of guidelines. However, that just kind of goes with the territory of writing on such a large subject.
In the end the humor, knowledge, and technical aspects discussed merged together to create a wonderful book that sheds a lot of light on the industry. So if you are interested in working in the industry or are just curious about how your favorite game was made (cause chances are he referenced it in there somewhere) then you NEED to pick up this book!
This book is very good. It has great pieces of advice, and guides you when choosing important details about your game, such as your characters, camera, atmosphere, enemies, etc.
What this book lacks, however, is a broader view on video games. It is an excellent choice if you are designing a FPS, TPS, RPG, Action-Adventure, Platform, or any other type of combat-based or side-scrolling games. On the other hand, when you need aid on designing any type of casual, puzzle, simulator, sport, driving, or other less common game genre, this book lacks the exponentially broader approach that "The Art of Game Design" takes for granted.
That said, this still is an incredible book, and if you expect to design a combat-based game of any kind, this book will teach you a great deal of what you need to know. It includes character, enemy, level, HUD and combat design, and also cinematography, writing of a game design document, how to deal with controls and mechanics, and much more.
If you need a reference for designing a modern, combat-ridden, 3D o platform game, this is a great choice. However, if you need advice on a more deep level, insight on the base of what makes any game fun, and how to apply that into a game in any genre, "The Art of Game Design: A book of lenses" is what you are looking for.
Top reviews from other countries
The book is well written and it is riddled with humour and fun quotes which makes it an entertaining read. The numerous drawings serve to make the points presented even clearer and the "Level XX's universal truths and clever ideas" section at the end of each chapter (level) is a nice touch that sums up each chapter fairly well.
While the book in general is well thought out (e.g. the order of the chapters makes perfect sense in a learning and development point of view) the layout could use some work. Often the drawings are on separate pages from their accompanying text and the same goes for the titles/headlines for some sections of the chapters - often only one or two lines and on some occasions zero lines of text are present beneath a title and the text begins on the next page. But these are only minor gripes and the book as a whole is excellent. If the layout is fixed in a future version I'll definitely give it five stars.
The problem is that it's bloated with so much text to read I struggled to get through it and with the presentation being quite basic it made me feel like I was reading a novel. It took a lot of motivation to pick it up off my desk and carry on reading. The Author has the very page consuming ability of using 1000 words when 100 would have conveyed the same point. And this is it's biggest problem, there's so much to read about even the simplest of concepts that much of it gets lost or you find yourself speed reading through it.
Sure, there are silly little drawings all the way through to break things up but they are mostly irrelevant or don't make sense unless you read a whole page of boring text. And the authors constant use of footnotes to tell you nothing of any use gets a little tedious.
It's a shame because, as I said, it has plenty of good info and the author has worked on enough big games to make him very credible. This book could have been half the size and still packed in all the same points.
I thoroughly recommend this for anyone who wants to get into the gaming industry in any capacity, or even if you're just interested in how the video games process works.
Its not a book about programming, as such, but it touches on (probably) all aspects of game design, its proved quite illuminating and has given me much to think about as I continue my hamfisted attempts to make some humble games.
Not only has it proved a great, and inspiring read, I am sure it will be a reference point in the future, its stuffed with ideas and help for pretty much any game genre you can think of.
Aber es ist auf jeden Fall sehr anfängerfreundlich. Es beginnt wirklich bei 0. Von einer kleiner Einleitung bis hin zur Erstellung eines Game Design Document. Witzig und leicht verständlich geschrieben. Unterstützt durch zahlreiche Zeichnungen. Dies war für mich besonders angenehm. Nicht weil ich gerne Bildchen anschau, sondern sie unterstützen den Inhalt und schaffen es auch Büchermuffel fürs Lesen zu begeistern. Nicht ganz bilig, aber meiner Meinung nach sein Geld wert.



