• Complain

Scott Rogers [Scott Rogers] - Level Up!: The Guide to Great Video Game Design

Here you can read online Scott Rogers [Scott Rogers] - Level Up!: The Guide to Great Video Game Design full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2010, publisher: John Wiley & Sons, genre: Business. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Scott Rogers [Scott Rogers] Level Up!: The Guide to Great Video Game Design
  • Book:
    Level Up!: The Guide to Great Video Game Design
  • Author:
  • Publisher:
    John Wiley & Sons
  • Genre:
  • Year:
    2010
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Level Up!: The Guide to Great Video Game Design: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Level Up!: The Guide to Great Video Game Design" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Want to design and build cutting edge video games? Not sure where to start? Or just want to tweak the projects youre already working on?

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, Maximo vs. Army of Zen and SpongeBob Squarepants. This book is full of Rogers whit and funky 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. The first chapter is aimed at readers new to game designingbut if youre not a beginner then feel free to skip the first chapter and delve straight in to the serious stuff!

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 games 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 its 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

  • Beautiful level design

  • What game designers can learn from theme parks

  • Combat, puzzles and game mechanics

  • Fun and UNFUN

  • How to make the worlds greatest Boss battle (and why not to do it)

and tons more - including the business of design, creating design documents, the pitch and more.

Scott Rogers [Scott Rogers]: author's other books


Who wrote Level Up!: The Guide to Great Video Game Design? Find out the surname, the name of the author of the book and a list of all author's works by series.

Level Up!: The Guide to Great Video Game Design — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Level Up!: The Guide to Great Video Game Design" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Chapter 1. WELCOME, N00BS!

This chapter is written especially for people who are new to video games and how they are made. If you are not a n00b

Within the academic gaming community, there are many different definitions for what qualifies as a game. Some scholars insist that "a game needs to be a closed formal system that subjectively represents a subset of reality." I think those definitions are trying too hard to sound smart.

Games, while complex, are often simpler than that. Bernard Suits

Playing hand ball may therefore seem like a time-waster but a time-waster - photo 1

Playing hand ball may therefore seem like a time-waster, but a time-waster becomes a game when you add rules and an objective. A rule may be to throw the ball with your right hand and catch it with your left, or to not drop the ball. A victory condition could be that you have to catch the ball ten times in a row. A failure state would be if you violated any of the rules or victory conditions. Once those criteria have been met, you have created a game. Ironically, while simple, hand ball was enough of a game to inspire the creators of one of the earliest video games: Tennis for Two .

So lets ask this basic question Q What is a game A A game is an - photo 2

So, let's ask this basic question:

  • Q: What is a game?

  • A: A game is an activity that:

    • requires at least one player

    • has rules

    • has a victory condition.

That's pretty much it.

Now that you know what a game is, let's ask:

  • Q: What is a video game?

  • A: A video game is a game that is played on a video screen.

Sure, you can start complicating the definition and add requirements about devices, peripherals, control schemes, player metrics, boss fights, and zombies (and don't worry; we'll tackle these things soon enough). But by my reckoning, that is pretty much as simple as it gets.

Oh, there's one other thing to consider at this early stage. The game's objective . You should be able to sum a game's objectives up quickly and clearly. If you can't, you've got a problem.

Danny Bilson, THQ's EVP of Core Games, has a great rule of thumb about a game's objective. He says that you should be able to sum up the game's objectives as easily as those old Milton Bradley board games did on the front of their box. Check out these examples taken from real game boxes:

Battleship: sink all of your opponent's ships.

Operation: successful operations earn "Money." Failures set off alarms.

Mouse Trap: player turns the crank which rotates gears causing lever to move and push the stop sign against shoe. Shoe tips bucket holding metal ball. Ball rolls down rickety stairs and into rain pipe which leads it to hit helping hand rod. This causes bowling ball to fall from top of helping hand rod through thing-a-ma-jig and bathtub to land on diving board. Weight of bowling ball catapults diver through the air and right into wash tub causing cage to fall from top of post and trap unsuspecting mouse.

Ok, so maybe not with that last one. The lesson is, you need to keep your game objectives simple. Speaking of simple games, let's take a moment to travel back to the dawn of video games. They had to start somewhere, right?

A BRIEF HISTORY OF VIDEO GAMES

The 1950s. The dawn of television, 3-D movies, and rock 'n' roll. Video games were invented in the 1950s too, only they were played by a very few people on very large computers. The first video game programmers were students in the computer labs of large universities like MIT and employees of military facilities at Brookhaven National Laboratories. Early games like OXO (1952), Spacewar! (1962), and Colossal Cave (1976) had very simple or even no graphics at all. They were displayed on very small black and white oscilloscope screens.

After playing Spacewar at the University of Utahs computer lab future Atari - photo 3

After playing Spacewar! at the University of Utah's computer lab, future Atari founders Ted Dabney and Nolan Bushnell were inspired to create Computer Space , the first arcade video game, in 1971. While (despite the name) the first arcade games could be found in bars, arcades dedicated to video games began appearing by the late 1970s.

Early arcade games like Asteroids Battlezone and Star Castle were rendered - photo 4

Early arcade games like Asteroids, Battlezone , and Star Castle were rendered in vector graphics (images constructed from lines). After color raster graphics (images constructed from a grid of dots called pixels) were introduced, cartoon-inspired video game characters appeared. Characters like Pac-Man (Namco, 1980) and Donkey Kong (Nintendo, 1982) became pop culture icons virtually overnight.

During the early 1980s, three styles of game machines dominated arcades: uprights (cabinets which the player stood in front of while they played), cocktail tables (arcade games set into the top of a small table, allowing the player to sit down while playing), and cockpits (elaborate game cabinets that allowed the player to lean or sit down to further enhance the gaming experience).

In the mid-1980s arcades began springing up everywhere and video games took - photo 5

In the mid-1980s, arcades began springing up everywhere and video games took the world by storm. Game genres and themes became more varied, while gaming controls and cabinets became more elaborate with realistic controllers and beautiful graphics decorating uniquely designed cabinets. You could sit back-to-back in a two-player spaceship cockpit while playing Tail Gunner (Vectorbeam, 1979), battle Klingons from a replica of Captain Kirk's command chair in Star Trek (Sega, 1982) or drive in an actual Ferrari Testarossa that moved and shook in Out Run (Sega, 1986). By the late 1990s, many arcade games started to resemble mini theme-park rides complete with rideable race horses, gyroscopically-moving virtual simulators and fighting booths that allowed players to battle virtual foes using actual punches and kicks. The most elaborate of these arcades was Virtual World's BattleTech Centers; steampunk-themed arcades with linked "battle pods" that allowed 8 players to fight each other while stomping around in giant virtual "mechs."

These elaborate arcade games required lots of floor space and were very expensive to maintain. In the late 1990s, home systems began to rival and eventually surpassed the graphics seen in most arcade games. Arcades went out of business by the dozens. The video games became replaced with more lucrative redemption machines and games of skill like skeeball. With the liquidation of arcades, many cabinets ended up in the hands of private collectors. The golden age of video game arcades was over.

Most recently, arcades have become social and virtual experiences. LAN gaming centers combine retail and social space to allow players to play computer and console games on a per-hour basis. Many have upgraded to feature large-scale gaming experiences held in movie theater-sized venues. Internet cafes are similar to LAN centers but with an emphasis on cultivating a caf-style environment.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Level Up!: The Guide to Great Video Game Design»

Look at similar books to Level Up!: The Guide to Great Video Game Design. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Level Up!: The Guide to Great Video Game Design»

Discussion, reviews of the book Level Up!: The Guide to Great Video Game Design and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.