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Michael Killick - The Way We Play : Theory of Game Design

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Michael Killick The Way We Play : Theory of Game Design
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Book cover of The Way We Play Michael Killick The Way We Play Theory of - photo 1
Book cover of The Way We Play
Michael Killick
The Way We Play
Theory of Game Design
The Apress logo Michael Killick Cambridge UK ISBN 978-1-4842-8788-0 - photo 2

The Apress logo.

Michael Killick
Cambridge, UK
ISBN 978-1-4842-8788-0 e-ISBN 978-1-4842-8789-7
https://doi.org/10.1007/978-1-4842-8789-7
Michael Killick 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC, part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

This book is dedicated to my students, past and present. You make teaching in the world of video games a little more interesting with every year.

Introduction

You probably have already played hundreds of games before you have picked up this book and loved, and maybe disliked, some. Or maybe, you may have never played a video game in your life, and you much prefer to play card or board games . (No matter, they will be mentioned in this book too.) But this book isnt about taking famous video games apart and pointing out their flaws, this book is about what goes on to make those games and what worked. For some of us, we have been waking up over festive celebrations, opening the biggest game of the year that all our friends have been talking about. But have you ever wondered HOW it got there? Yes, a jolly fat man might have left it for you, but have you ever wanted to know how it was made? Or have you ever shown an interest in the way a video game was made?

This book has been written for three types of people: those that want to develop their skills and knowledge further, those that are starting out in game design or students that want to know the best place to start, and those that love to play games.

For those that are already working within video games, there are plenty of books already out there that might give you a lot of theory, but they might be very formal and sometimes hard to relate to. However, this book will provide some theory but also some practical elements while also keeping things casual. I dont want this book to be talking at you, but more talking along with you.

If you are a student or just starting out in video games, I bring in a perspective of someone who has studied video games but has also been teaching it. I have been involved in countless projects and seen many mistakes made but also seen some amazing projects come to life. Over the course of the book, I will tell stories of some of my lessons but also what you need to think about as you start out in this ever-changing and expansive world we call game development . You will also get to see what comes next once you have made your video game and what options lie ahead once you reach this milestone. I didnt study video games till I was in my mid-teens, and even then, I fell into the subject! It was a strange new world I found myself in, and I quickly learned that I needed all the supporting material out there to help me on my journey. I made lots of mistakes with projects that I made, but this book will help you to avoid making those mistakes. And I hope that you find in this book some of your supporting material as you start out on your journey.

Lastly, there is someone else out there that this book is aimed toward. Those that love video games and are die-hard fans, just like me! Even if you never want to make video games but are curious about what goes on in the land of game development , then this book will give you a look into the window of this world. I have always enjoyed reading game books or game art books and felt inspired. And that is the aim of this book, to help guide those wanting to make their mark in game design.

What Will You See in This Book?

You have probably been looking around in your local bookshop or online for a book that can provide you with a background into game design and what can help you either with your career or the theory of design. You might have found some books that might have lots of theory or are fully technical. But you might be looking for one that has a perfect amount of both. So, look no further, as this is the book for you!

You may have already turned through some of the pages to see the contents list, but here is a breakdown of the things you will read and experience through upcoming pages:
  • Chapter Your Design Journey Begins

This will provide you with an insight into the history of games while looking at some of the most notable games within history and the impact they have had on current markets. You will also look into creating your first Game Design Document and the content needed. This will help prepare you for pitching your game idea to wider professionals within the industry.
  • Chapter Video Games: Under the Hood

A look into job roles within the industry and the pathway you could take. Common genres you will find within games and how these link with each other and one of the trickiest issues of them all, idea generation!
  • Chapter From Paper to Screen

As your design journey begins, you will now start to think about the important pillars within game design and how they will impact your overall idea. As movement and gameplay start to be considered here, you will also start to think about how your idea elements will start to link together.
  • Chapter First-Person Character Controller in Unity

In this chapter, you will use the game engine, Unity, to create a first-person project where you will explore the software and how this demo could be used as part of a future project.
  • Chapter Rule the World Level Design

With your idea starting to come together, you will now explore the world of level design and the creation of the playground your player will be in. You will consider how the world will impact your gameplay and the important factors that need to be considered when creating your world.
  • Chapter Friend or Foe? Enemy Design

With characters designed, you now need to think about the enemies and obstacles that your player will face. From mercenaries to creatures, what will stand in the way of your player from achieving their goal? How does an enemys behavior impact the gameplay experience? What does it take to create a fun boss battle?
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