Paperback: 192 pages
Publisher: Wiley; 1 edition (March 9, 2007)
Language: English
ISBN-10: 0471968943
ISBN-13: 978-0471968948
Product Dimensions: 8.8 x 0.6 x 8.7 inches
Shipping Weight: 1.5 pounds
Average Customer Review: 3.9 out of 5 stars See all reviews (18 customer reviews)
Best Sellers Rank: #514,507 in Books (See Top 100 in Books) #78 in Books > Computers & Technology > Games & Strategy Guides > Game Design #390 in Books > Computers & Technology > Games & Strategy Guides > Game Programming #591 in Books > Textbooks > Computer Science > Graphics & Visualization
Recently I started to entertain the idea for a game prototype I had in mind, since I was a bit green on the process I wanted to find a book that will cover the basics and make it all crystal clear for me. Unfortunately most books on the topic were severely out of date, unnecessarily complex or even too expensive to warrant a purchase. That's when I found Game Design: Principles, Practice, and Techniques and being recently published, it was an added bonus. This book not only takes the reader through the entire process of the production cycle, but it keeps everything light and entertaining with just the right balance of type and a wealth of colored illustrated pages, just the way I like it. And with illustrations on practically every page, it wasn't hard for a visual guy like me to read the book from cover to cover. (Why are there no programming books like this is beyond me)Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth keeps the book extremely consistent between the three of them, so well in fact that you won't realize when another author took over.The book is broken up into 3 chapters; the first begins with a brief history in video games and takes you through the genres, styles and popular game mechanics used today, which are broken up with practical case studies.The second chapter then moves unto elaborating on what you previously learnt and applying it to the real world. Everything from creating a game design document to gathering inspiration for concept art, level design and actually taking you through the process of creating a low poly solider from concept to completion.
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