Fundamentals Of Shooter Game Design
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Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 442 |
Release | : 2014-12-17 |
Genre | : Computers |
ISBN | : 0133811050 |
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the shooter games genre. This focused guides gives you exactly what you need. It walks you through the process of designing for the shooter game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 697 |
Release | : 2010-04-07 |
Genre | : Computers |
ISBN | : 013210475X |
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Author | : Katie Salen Tekinbas |
Publisher | : MIT Press |
Total Pages | : 680 |
Release | : 2003-09-25 |
Genre | : Computers |
ISBN | : 9780262240451 |
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 442 |
Release | : 2012-06-18 |
Genre | : Computers |
ISBN | : 0132946688 |
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 35 |
Release | : 2014-09-12 |
Genre | : Computers |
ISBN | : 0133812332 |
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the puzzle and casual game genres. This focused guide gives you exactly what you need. It walks you through the process of designing for the puzzle and casual game genres and shows you how to use the right techniques to create fun and challenging experiences for your players.
Author | : Brian Enos |
Publisher | : Loose Cannon |
Total Pages | : 357 |
Release | : 2012-03-21 |
Genre | : Sports & Recreation |
ISBN | : 0985129255 |
Brian Enos's Practical Shooting, Beyond Fundamentals - often considered the competitive shooters bible - includes in-depth coverage of the technical and mental aspects of training and competition, and will offer new insights as you continue to improve. "There is only one person in the world who I would allow to talk to my students, and that is Brian Enos." Rob Leatham, 15+ time National & World IPSC Champion. This isn't just another "how to fire a gun" book. This one talks about shooting.... The keys to consistent, high-speed shooting are within you right now. This book will show you ways to bring them out. Through Brian's advice, you'll learn how to recognize and break down the barriers that are limiting your performance—you may begin to look at shooting in an entirely different way. You'll learn to pressure-proof your match performance, how different types of shooting require different focal points, and you'll see how to develop an attitude that will let you reach beyond what you thought was your potential. You'll find a comprehensive set of exercises that will develop and sharpen your skills. You'll see how it's possible to drive the gun to wherever your eye can look. You'll discover that everything you need to know about your technique is told by the gun, if you know how to listen to it. And all the challenges and advanced techniques of practical shooting are covered too: prone, barricade, single-hand shooting, multiple targets, reloading, shooting on the move, and much more. You'll also get inside tips on IPSC strategies, steel shooting, shootoff tactics, Bianchi, and more. Chapters include: - Awareness & Focus - Tools of Shooting - Creative Shooting - Specific Challenges - Competition - Development - Shooting Tools - Revolver Shooting - Group Shooting
Author | : Ernest Adams |
Publisher | : New Riders |
Total Pages | : 81 |
Release | : 2014-03-25 |
Genre | : Computers |
ISBN | : 0133812138 |
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the role-playing game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the role-playing game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.
Author | : David Brackeen |
Publisher | : New Riders |
Total Pages | : 1012 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9781592730056 |
Companion web site available.
Author | : Michael Moore |
Publisher | : CRC Press |
Total Pages | : 378 |
Release | : 2016-04-19 |
Genre | : Computers |
ISBN | : 1439867763 |
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t
Author | : Jeremy Gibson |
Publisher | : Pearson Education |
Total Pages | : 944 |
Release | : 2015 |
Genre | : Computers |
ISBN | : 0321933168 |
This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.