David Perry on game design : a brainstorming toolbox / David Perry and Rusel DeMaria.
Material type: TextPublication details: Boston : Charles River Media, c2009.Description: xxix, 1040 p. ; 26 cmISBN:- 9781584506683 (pbk.)
- 1584506687 (pbk.)
- Game design
- 794.81536 PER
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Standard Loan | Thurles Library Main Collection | 794.81536 PER (Browse shelf(Opens below)) | 1 | Available | R19405XKRC | ||
Standard Loan | Thurles Library Main Collection | 794.81536 PER (Browse shelf(Opens below)) | 1 | Available | R19402PKRC |
Enhanced descriptions from Syndetics:
Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, "David Perry on Game Design" will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play.
Includes index.
Presents a collection of ready-to-use ideas to create computer and video games, with information on game types, storyline creation, character development, weapons and armor, game worlds, obstacles, and goals and rewards.
Table of contents provided by Syndetics
- Chapter 1 Introduction
- Chapter 2 How to Use this Book
- Chapter 3 Developing Your Ideas
- Chapter 4 Creating Original Interactive Stories
- Chapter 5 Making Original Worlds
- Chapter 6 Making Original Characters
- Chapter 7 Ways to Create Fun
- Chapter 8 Ways to Reward the Player
- Chapter 9 Making Original Weapons
- Chapter 10 Working with Technology
- Chapter 11 Presenting Your Ideas
- Chapter 12 Flags, Variables and Triggers