- Taschenbuch: 1040 Seiten
- Verlag: Cengage Learning, Inc (24. März 2009)
- Sprache: Englisch
- ISBN-10: 1584506687
- ISBN-13: 978-1584506683
- Größe und/oder Gewicht: 5,7 x 20,3 x 24,8 cm
- Durchschnittliche Kundenbewertung: Schreiben Sie die erste Bewertung
- Amazon Bestseller-Rang: Nr. 76.439 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
David Perry on Game Design: A Brainstorming ToolBox (Englisch) Taschenbuch – 24. März 2009
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Über den Autor und weitere Mitwirkende
David Perry is a 25-year video game industry veteran. Perry launched his professional career at just 15 years of age by writing video game programming books in his native Northern Ireland. Since then, Perry or his studio Shiny Entertainment has developed numerous games (including The Terminator, Teenage Mutant Ninja Turtles, Mc Donald's Global Gladiators, 7-Up's Cool Spot, Disney's Aladdin, Earthworm Jim, MDK, Sacrifice etc.) His last console titles were based on the Matrix franchise from Warner Brothers. His games have sold an estimated one BILLION dollars at retail. After selling Shiny to Atari, Perry is now the Chief Creative Officer of Acclaim Games and is also the founder of a new company called GameInvestors.com (to help developers find funding for their games.) Perry sits on the Advisory Boards of the Game Developers Conference, the Hollywood and Games Conference, the Gamers Expo & Westwood College. He's a regular speaker at key industry events and has even spoken at prestigious events like at the TED.COM conference, and at universities like MIT, USC, UCLA etc. In July 2008 he's being awarded a Doctorate by Queen's University at the same time as the Prime Minister of England (Tony Blair.) Here's a Google link for him that brings up 230,000 web pages: http: //tinyurl.com/ywb4bg Perry's name is practically a household name among game players and professionals in the game industry, and this is his first book. Perry has always promoted talent and encouraged aspiring designers, and this book is his way of offering something "real," practical and useful to designers everywhere. His biggest frustration with game development books that tell you to make innovative games, but don't tell you how. We plan to change that.
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Perry understands that models are just models, whether it's a systematization of story structure or game mechanics, they're procedures for getting predictable results. Instead he places his emphasis on ideas, a good idea could be developed under a variety of systems or combinations of systems or lack of a system or levels of inspiration, but it is highly unlikely, antithetical, to work in the opposite direction and go from system to original idea. As the title says "brainstorming toolbox".
This is what the subtitle says: a game design brainstorming toolbox. It is a giant tome of a book, the width and height of a textbook a thousand pages long, and contains lists of information on what feels like absolutely everything: boss battle mechanics, SWAT radio codes, feelings you can give with music, time manipulation mechanics, ways to protect a location, possible causes of death, modern explosives, 20s slang, mini-game mechanics, quest ideas, character archetypes... every page is exploding with ideas, and the density of information in the book is extremely high.
The only way to even begin to appreciate and wrap your head around the nature and value of this book is to have a copy in front of you and flip through it. A couple minutes of that has been enough to make most other game designers I know immediately resolve to buy a copy. If you're a game designer looking for a tool and a reference to aid in brainstorming and idea generation, I can't recommend this book highly enough.
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