The Way We Play
46,99 €
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The Way We Play, Apress
Theory of Game Design
Von Michael Killick, im heise Shop in digitaler Fassung erhältlich
Produktinformationen "The Way We Play"
Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development.
The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games.
Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production.
WHAT YOU WILL LEARN
* Understand theories within games design
* Grasp what it takes to design and create your first game
* Look back at previous popular games and what made them so great
* Cover all aspects of design to allow you to begin designing your first video game
WHO IS THIS BOOK FOR:
Anyone who would like to explore the fundamentals of game design and the theory behind it. This is also a chance to learn what goes into a game and how a game can be designed to be fun.
MICHAEL KILLICK is a Games Design Teacher, Games Designer, and BAFTA Nominated Young Games Design Mentor. He is currently the lead of a Level 3 Games Development course and the student publishing company, Rizing Games, which offers students the chance to develop and release their mobile and console games to global markets. It’s his job to work with upcoming games designers to show them what they need to know to create their first video games and how they can publish these to the wider gaming world. Due to his work within games development and the support he has provided to young people, he has been chosen to be a BAFTA Member to continue his support for upcoming games designers.
Chapter 1: What is a Game? What is their history?
Sub – Topics:
- Famous and well-known games, what made them so successful
- How to understand a video game and what to look for
- Look back at previous consoles
- Earliest video games- What worked and what didn’t
- A look at where we’re at now
Chapter 2: Under the Hood
Sub - Topics:
- Job roles
- What you can do within the industry
- How to best prepare yourself for the future
Chapter 3: Paper to Screen
Sub - Topics:
- Cameras, controls, and characters
- Designing your game
- Setting up goals
- Setting a narrative
Chapter 4: Designing a 3D Character Controller
Sub - Topics:
- Cameras and controls
- C# programming/scripting
- Using Unity
- Common terms within Unity
Chapter 5: Rule the World: Level Design
Sub - Topics:
- Mapping
- Making your world fun and engaging
- Bringing the world to life
Chapter 6: Friend or Foe? Enemy Design
Sub - Topics:
- What makes a good enemy?
- How to design a foe
- Obstacles
- Weapons and abilities
Chapter 7: MCM: Mechanics, Combat, and Multiplayer
Sub - Topics:
- Multiplayer design
- Mechanics and their importance to video games
- Enemies and their combat
Chapter 8: 2D Games Design within Unity
Sub - Topics:
- Unity 2D design
- How to implement enemies
- Tilemap tutorial
Chapter 9: What to Avoid?
Sub - Topics:
- What to be on the lookout for when designing a video game
- What pitfalls can be avoided to make a successful game
Chapter 10: Accessibility in Games
Sub - Topics:
- How to be inclusive in games design
- What is accessibility within games design
Chapter 11: Conclusion: The End. Or Your Beginning?
Sub - Topics:
- Final summary and looking forward
The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games.
Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production.
WHAT YOU WILL LEARN
* Understand theories within games design
* Grasp what it takes to design and create your first game
* Look back at previous popular games and what made them so great
* Cover all aspects of design to allow you to begin designing your first video game
WHO IS THIS BOOK FOR:
Anyone who would like to explore the fundamentals of game design and the theory behind it. This is also a chance to learn what goes into a game and how a game can be designed to be fun.
MICHAEL KILLICK is a Games Design Teacher, Games Designer, and BAFTA Nominated Young Games Design Mentor. He is currently the lead of a Level 3 Games Development course and the student publishing company, Rizing Games, which offers students the chance to develop and release their mobile and console games to global markets. It’s his job to work with upcoming games designers to show them what they need to know to create their first video games and how they can publish these to the wider gaming world. Due to his work within games development and the support he has provided to young people, he has been chosen to be a BAFTA Member to continue his support for upcoming games designers.
Chapter 1: What is a Game? What is their history?
Sub – Topics:
- Famous and well-known games, what made them so successful
- How to understand a video game and what to look for
- Look back at previous consoles
- Earliest video games- What worked and what didn’t
- A look at where we’re at now
Chapter 2: Under the Hood
Sub - Topics:
- Job roles
- What you can do within the industry
- How to best prepare yourself for the future
Chapter 3: Paper to Screen
Sub - Topics:
- Cameras, controls, and characters
- Designing your game
- Setting up goals
- Setting a narrative
Chapter 4: Designing a 3D Character Controller
Sub - Topics:
- Cameras and controls
- C# programming/scripting
- Using Unity
- Common terms within Unity
Chapter 5: Rule the World: Level Design
Sub - Topics:
- Mapping
- Making your world fun and engaging
- Bringing the world to life
Chapter 6: Friend or Foe? Enemy Design
Sub - Topics:
- What makes a good enemy?
- How to design a foe
- Obstacles
- Weapons and abilities
Chapter 7: MCM: Mechanics, Combat, and Multiplayer
Sub - Topics:
- Multiplayer design
- Mechanics and their importance to video games
- Enemies and their combat
Chapter 8: 2D Games Design within Unity
Sub - Topics:
- Unity 2D design
- How to implement enemies
- Tilemap tutorial
Chapter 9: What to Avoid?
Sub - Topics:
- What to be on the lookout for when designing a video game
- What pitfalls can be avoided to make a successful game
Chapter 10: Accessibility in Games
Sub - Topics:
- How to be inclusive in games design
- What is accessibility within games design
Chapter 11: Conclusion: The End. Or Your Beginning?
Sub - Topics:
- Final summary and looking forward
Artikel-Details
- Anbieter:
- Apress
- Autor:
- Michael Killick
- Artikelnummer:
- 9781484287897
- Veröffentlicht:
- 28.10.22
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