Want to design your own video games? Let expert Scott Rogers show you how!
If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.
Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including:
Developing your game design from the spark of inspiration all the way to production
Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged
Creating games for mobile and console systems – including detailed rules for touch and motion controls
Monetizing your game from the design up
Writing effective and professional design documents with the help of brand new examples
Level Up! 2nd Edition is includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom.
Grab your copy of Level Up! 2nd Edition and let’s make a game!
After discovering that game designers have more fun, Scott Rogers embarked on a 20-year-(and counting) career in video games. He has helped design many successful video games including: Pac-Man World, the Maximo series, God of War, Drawn to Life series and Darksiders. Scott is currently an imaginer for Walt Disney Imagineering and lives just outside Los Angeles with his lovely wife, two children and many, many action figures, comic books, video and board games.
作为一个程序员,我竟然又看完了一本策划书。首先这本书绝对是本好书,作者写的好,很幽默,翻译的也很不错。难得了。应该说这本是我读过的策划书籍中最棒的一本了。很多方面都讲得比较通俗易懂,不像好多书,各种大理论。。作者是《战神》的策划,内容是绝对有保证的。。这个...
评分过去勉强算是个ACG爱好者,虽然对游戏玩得不多,却始终抱有很高的热情,一度想等毕业后到上海烛龙去做游戏剧本作者。尽管该书是从专业游戏设计师的角度为游戏设计的总体流程做了事无巨细的介绍,却同样适合热爱游戏的读者(比如我)。既有专业技术性分析,更大的价值在于点破某...
评分好多内容都明白,但像这样综合在一起出奇不意地呈现出来,却还真是第一次,呈现作者的功力和经验,话说,年头长就是好啊。 呐,有多少游戏都死在策划上,不比死在美工和开发的手里更少吧。再说了,冷饭炒得有水平,也不见得就比凭空织造的差多少。所以,还是重新看看香辣酱吧。
评分好多内容都明白,但像这样综合在一起出奇不意地呈现出来,却还真是第一次,呈现作者的功力和经验,话说,年头长就是好啊。 呐,有多少游戏都死在策划上,不比死在美工和开发的手里更少吧。再说了,冷饭炒得有水平,也不见得就比凭空织造的差多少。所以,还是重新看看香辣酱吧。
评分从游戏设计这个专业(在欧美如此发达的游戏产业,游戏设计/策划应该已成为一门专业,有其专门的理论研究)角度看,这本书更多的是教你【如何从事游戏设计这门职业】,而且是【在大公司流水线上设计AAA游戏】,而不是【如何设计出一款好玩的游戏】。 作者不愧是游戏业的资深从...
内容很详实,很接地气,有很多很实际的经验。看了能让你知道大概应该怎么想,怎么做。唯一缺点大概就是,这本书的纸质实在是太垃圾了,配不上45刀。
评分内容很详实,很接地气,有很多很实际的经验。看了能让你知道大概应该怎么想,怎么做。唯一缺点大概就是,这本书的纸质实在是太垃圾了,配不上45刀。
评分内容很详实,很接地气,有很多很实际的经验。看了能让你知道大概应该怎么想,怎么做。唯一缺点大概就是,这本书的纸质实在是太垃圾了,配不上45刀。
评分内容很详实,很接地气,有很多很实际的经验。看了能让你知道大概应该怎么想,怎么做。唯一缺点大概就是,这本书的纸质实在是太垃圾了,配不上45刀。
评分内容很详实,很接地气,有很多很实际的经验。看了能让你知道大概应该怎么想,怎么做。唯一缺点大概就是,这本书的纸质实在是太垃圾了,配不上45刀。
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