Author(s): Briar Lee Mitchell
Edition: 1
Cover
Title Page
Copyright
Contents at a Glance
Contents
Acknowledgments
About the Author
Introduction
Who Should Read This Book
What Is Covered in This Book
Chapter 1: Game Design Origins
What Is a Game?
History: Going Way Back
Going Electronic
And Now We Are Digital
The Essentials and Beyond
Chapter 2: Gameplay Styles
What Defines a Gameplay Style?
Clustering Game Types
Playing for Fun and to Learn
Entertainment Software Rating Board
The Essentials and Beyond
Chapter 3: Core Game Design Concepts
Writing the Game
Creating the Characters
Designing Props
Creating Environments
Understanding the Basics of Animation
Understanding Cinematics and Cutscenes
The Essentials and Beyond
Chapter 4: Visual Design
Developing Concept Art
Previsualization
The Essentials and Beyond
Chapter 5: Detailed Development of Visuals
Overview of Designing Graphics
3D Models
Color, Texture, and Lighting
Animation
The Essentials and Beyond
Chapter 6: Navigation and Interfaces
Guides for the Player
Interface Design
Testing!
The Essentials and Beyond
Chaper 7: Designing Levels and the Game Design Document
Level Design
Spatial Design
Hub-and-Spoke Design
The Game Design Document
The Essentials and Beyond
Chapter 8: Sound
Organization and Planning
Music
Ambient Sound
Sound Effects
Speech
Sound-Based Computer Games
The Essentials and Beyond
Chapter 9: Job Descriptions, Game Tracking, and Legal Issues
Job Descriptions
Pipelines
Tracking Progress
Copyrights and Licenses
The Essentials and Beyond
Chapter 10: Distribution and Marketing
Platforms
Online
Using Games for Marketing
Marketing of Games
The Essentials and Beyond
Appendix A: Answers to Review Questions
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Appendix B: Education, Training, and Working in Games
Education
Getting Started in the Field
Applying for Jobs and Internships
Networking
Appendix C: Game Design Document
Red Harvest Overview
Player Characters
Narrative
Levels
Interface—HUD
Index