Addison-Wesley / Prentice Hall
Computer Science
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ISBN-10: 0131460994
ISBN-13: 9780131460997
Publisher: New Riders
Copyright: 2003
Format: Paper; 504 pp
Published: 06/18/2003
Suggested retail price: $44.99
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Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
Games industry cult leader, Chris Crawford, shares insider design secrets he's learned over the last 25+ years.
- A mastery of insider wisdom from THE games industry pioneer Chris Crawford, readers will walk away with tips and techniques they can immediately apply.
- Not a programming book but instead the book a developer or designer needs before they start writing.
- A revision to Chris Crawford's cult classic, "The Art of Computer Game Design." (McGraw Hill, 1981, 0078811171)
Introduction.
1. Definitions, Definitions.
2. Some Milestone Games.
3. Play.
4. Challenge.
5. Conflict.
6. Interactivity.
7. Creativity: The Missing Ingredient.
8. Common Mistakes.
9. The Education of a Game Designer.
10. Games I'd Like to Build.
11. Storytelling.
12. Random Sour Observations.
13. Tanktics.
14. Legionnaire.
15. Wizard.
16. Energy Czar.
17. Scram.
18. Eastern Front (1941).
19. Gossip.
20. Excalibur.
21. Balance of Power.
22. Patton Versus Rommel.
23. Siboot.
24. Guns & Butter.
25. Balance of the Planet.
26. Patton Strikes Back.
27. Themes and Lessons.
28. Old Fart Stories.
Glossary.
Index.
Game Programming and Design [PTG: NEW RIDERS] (Computer Science)
Game Development (Game Development)
Game Development [PTG: NEW RIDERS] (Computer Graphics / Arts)
Chris Crawford is the "grand old man" of computing game design. He sold his first computer game in 1978, joined Atari in 1979, and led Games Research there. During his time at Atari, he wrote the first edition of The Art of Computer Game Design (Osborne, 1984), which has now become a classic in the field. After Atari collapsed in 1984, Chris became a freelance computer game designer. All in all, Chris has 14 published computer games to his credit—all of which he designed and programmed himself. He founded, edited, and wrote most of The Journal of Computer Game Design, the first periodical devoted to game design. He founded and led the Computer Game Developers' Conference (now the Game Developers' Conference) in its early years. Chris has lectured on game design at conferences and universities all over the world. For the last ten years, he has been developing technology for interactive storytelling.
Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson Higher Education representative for pricing and ordering information.
This title is a member of the New Riders Games, which also contains the titles below . You can also visit the New Riders Games page.
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ISBN-10: 0321321383 | ISBN-13: 9780321321381
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Andrew Rollings and Ernest Adams on Game Design
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ISBN-10: 1592730019 | ISBN-13: 9781592730018
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© 2004 | New Riders | Paper Bound w/CD-ROM; 504 pages | Instock
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Chris Crawford on Game Design
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© 2003 | New Riders | Paper; 504 pages | Instock
ISBN-10: 0131460994 | ISBN-13: 9780131460997
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Chris Crawford on Interactive Storytelling
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© 2005 | New Riders | Paper; 384 pages | Instock
ISBN-10: 0321278909 | ISBN-13: 9780321278906
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Creating Emotion in Games: The Craft and Art of Emotioneering
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© 2004 | New Riders | Paper; 576 pages | Instock
ISBN-10: 1592730078 | ISBN-13: 9781592730070
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ISBN-10: 1592730051 | ISBN-13: 9781592730056
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Game Architecture and Design: A New Edition
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Level Design for Games: Creating Compelling Game Experiences
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Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows students not only what issues they will need to address in their design, but how to think about games and gameplay. Andrew Rollings and Ernest Adams on Game Design shows students: The key design elements of every computer and video game, and how to think about them. How to write a high-concept document, a treatment, and a full design script. The essentials of user interface design and how to use them to define their game's look and feel. How to construct and balance their game's internal mechanics to make sure the game is both fun and fair. The relationship between interactivity and narrative, and how to write compelling stories. The unique design problems in each of the major game genres. How to design multi-player games to maximize player interaction and minimize cheating.
Appropriate for beginning students in game design and development.
Game Architecture and Design: A New Edition is an updated a revision of the cult classic of computer game design. This edition teaches the craft of design from first concept to development, including gameplay and game balance, team structure and software architecture, along with the more elusive but vital creative elements such as storytelling, originality, and style. This book advocated a rational, design-led approach to development, aiming primarily for efficiency and the ability to control change. Coverage includes: what's worked and hasn't worked for industry leaders; theoretical concepts of object-oriented design and gameplay; how to apply learned concepts to development, schedules, and procedures; how to give a unique look and feel to games; efficient coding practices; and the ever-changing game industry.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students contact your Pearson Higher Education representative.
