Game architecture and design / Andrew Rollings, Dave Morris.
Tipo de material: TextoEditor: Indianapolis, Ind. : Fabricante: New Riders, Fecha de copyright: ©2004Edición: Nueva ediciónDescripción: xxx, 926 paginas : ilustraciones, graficas, fotografías ; 23 X 19 cmTipo de contenido:- texto.
- sin medio.
- volumen.
- 0735713634
- QA 76 .64 .672 R647 2004
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Incluye: referencias bibliográficas en paginas 887-891
Introduction p. xxiii Part I Game Design Chapter 1 First Concept p. 3 The Shock of the New p. 3 The Creative Road Map p. 4 Having the Idea p. 6 Shaping the Idea p. 11 The Treatment p. 15 Taking Stock p. 16 Feasibility p. 20 Getting it Down p. 21 Chapter 2 Core Design p. 35 What Is a Game? p. 35 Games Aren't Everything p. 38 Games Mean Gameplay p. 39 Creating the Game Spec p. 42 Example Game Spec p. 53 Chapter 3 Gameplay p. 59 What Is Gameplay? p. 60 Interactivity p. 80 Chapter 4 Detailed Design p. 87 The Designer's Role p. 87 Design Documentation p. 92 Using The Design Documents p. 95 Fitting Design to Development p. 97 Why Use Documents at All? p. 102 Chapter 5 Game Balance p. 105 Player/Player Balance p. 106 Player/Gameplay Balance p. 111 Gameplay/Gameplay Balance p. 116 A Game Balance Checklist p. 139 Chapter 6 Look and Feel p. 141 Ambience p. 142 Interface p. 148 Storytelling p. 152 The Sum of the Parts p. 169 Chapter 7 Wrapping Up p. 171 The Professionals p. 172 Chapter 8 The Future of Game Design p. 197 The Necessity of Design p. 197 Essentials of Game Design p. 203 The Future of Design p. 207 The Future of Games p. 212 Games as Entertainment p. 222 The Way Forward p. 224 Part II Team Building and Management Chapter 9 Current Methods of Team Management p. 227 The Current Development Model p. 228 Chapter 10 Roles and Divisions p. 245 Assigning Personnel p. 245 Improving Morale and the Working Environment p. 255 Spreading the Risk p. 262 Chapter 11 The Software Factory p. 263 What Is a Software Factory? p. 263 Why Use a Software Factory? p. 265 Organizing a Software Factory p. 271 Applying the Software Factory Structure and Methodology p. 285 The Suitability of a Software Factory p. 290 Smaller Teams p. 290 The Final Word p. 291 Chapter 12 Milestones and Deadlines p. 293 How Milestones Currently Work p. 294 Fuzzy Milestones p. 299 Milestones and Mini-Milestones p. 299 When to Use Milestones p. 301 Making Your Milestones Accurate p. 301 Defining Milestones p. 314 Chapter 13 Procedures and "Process" p. 327 Procedures p. 328 "Process" p. 341 Procedures: Where to Use Them? p. 348 Source Control and Code Reviews: A Synergy p. 355 The Importance of Information Transmission p. 358 Chapter 14 Troubleshooting p. 367 Risks p. 372 Chapter 15 The Future of the Industry p. 409 The State of the Industry p. 409 The New Model Developers p. 421 The Online Revolution p. 427 Part III Game Architecture Chapter 16 Current Development Methods p. 433 The History of Development Techniques p. 436 The Present Day p. 452 Chapter 17 Initial Design p. 457 The Beginning p. 459 Hardware Abstraction p. 462 The Problem Domain p. 479 Thinking in Tokens p. 482 Chapter 18 Use of Technology p. 511 The State of the Art p. 515 Blue-Sky Research p. 528 Reinventing the Wheel p. 542 Use of Object Technology p. 543 Chapter 19 Building Blocks p. 553 Reusability in Software p. 555 Chapter 20 Initial Architecture Design p. 607 The Birth of an Architecture p. 608 The Tier System p. 617 Architecture Design p. 628 Chapter 21 Development p. 637 The Development Process p. 638 Code Quality p. 641 Coding Priorities p. 668 Debugging and Module Completion p. 672 The Seven Golden Gambits p. 681 The Three Lead Balloons p. 685 Chapter 22 The Run-Up to Release p. 687 Late Evaluation p. 688 Late Localization p. 703 Playtesting p. 708 Focus Groups p. 712 The Web Site p. 713 Getting Ready for the Gold Master p. 714 Patches p. 715 Chapter 23 Postmortem p. 719 Team Dynamics p. 725 Concept p. 730 Development p. 737 Business Aspects p. 742 The Postmortem Postmortem p. 745 Chapter 24 The Future of Game Development p. 747 Development in Context p. 748 Future Development p. 752 Small Is Beautiful Too p. 763 Building the Team of the Future p. 764 New Directions in Development p. 771 The Shape of Things to Come? p. 780 Part IV Appendixes A Sample Game Design Documents p. 785 Detailed Design Discussions p. 785 Initial Treatments and Sample Designs p. 817 Racketeers: Gang Warfare in the Roaring Twenties p. 817 Technical Specifications p. 856 Code Review Form p. 885 Test Scripts p. 886 B Bibliography and References p. 887 Glossary p. 893 Index p. 897.
" A New Edition is a revision of the classic that you have been waiting for! This is a detailed guide to game design and planning from first concept to the start of development, including case studies of well known games. Originally published in 1999, Game Architecture and Design, has been updated by the original authors Andrew Rollings and Dave Morris. They tap back into what they teach so well and update this classic with skills and techniques found in the industry today. With more than just re-usable code, it's a comprehensive study that deals specifically with the issues of game design, team building and management, and game architecture. Through the use of real-world experiences and case studies, Andrew and Dave share it all. They show you what's worked and why as well as what to avoid and how to fix any errors. This intelligent and well-argued book is a glimpse into the often-disordered world of game development. Readers will gain solid advice and know-how that can bring some order to the often-chaotic world found in game development."-- P. Web editorial.