- Taschenbuch: 514 Seiten
- Verlag: John Wiley & Sons; Auflage: 1. Auflage (14. September 2010)
- Sprache: Englisch
- ISBN-10: 047068867X
- ISBN-13: 978-0470688670
- Größe und/oder Gewicht: 18,8 x 2,7 x 23,4 cm
- Durchschnittliche Kundenbewertung: 3 Kundenrezensionen
- Amazon Bestseller-Rang: Nr. 189.610 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
Level Up!: The Guide to Great Video Game Design (Englisch) Taschenbuch – 14. September 2010
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Want to learn how to create cutting-edge video games? Need some advice to improve your current game? Then get ready to Level Up!
Scott Rogers, the video game designer behind hits such as Pac-Man World, God of War(TM), the Maximo Series, and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:
* Create what gamers want
* Bring compelling (and playable) characters to life
* Build game levels that tell stories and challenge players
* Design everything from controls to cutscenes to combat
* Structure your game documents for success
* Pitch your game like the professionals
Level Up! has been written with all levels of game designers in mind. Over 400 drawings illustrate design concepts and common pitfalls of game design, making Level Up! an indispensible guide for video game designers both 'in the field' and the classroom.
So what are you waiting for? Grab this book and prepare to Level Up!
Aber es ist auf jeden Fall sehr anfängerfreundlich. Es beginnt wirklich bei 0. Von einer kleiner Einleitung bis hin zur Erstellung eines Game Design Document. Witzig und leicht verständlich geschrieben. Unterstützt durch zahlreiche Zeichnungen. Dies war für mich besonders angenehm. Nicht weil ich gerne Bildchen anschau, sondern sie unterstützen den Inhalt und schaffen es auch Büchermuffel fürs Lesen zu begeistern. Nicht ganz bilig, aber meiner Meinung nach sein Geld wert.
Sry for my bad english... ^^
Topp Buch und ich freue mich auf den zweiten Teil
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta) (Kann Kundenrezensionen aus dem "Early Reviewer Rewards"-Programm beinhalten)
How do I know? Not only have I read the book, I was also Scott's boss at THQ from 2009-2010 when I worked there as Director of Creative Management. I was PAID to write his job reviews then, now I'm offering this review to you gratis.
Scott was our department's heavy hitter when it came to nuts and bolts game design. He was a lifelong gamer (pen and paper as well as video game) who had been in the business from the early days. He'd seen and played it all, but more importantly he studied it. He had a detailed understanding of the underlying mechanics, psychology, and technical aspects of game design.(While I still haven't forgiven him for making Maximo (Capcom) too difficult early in his career) Scott was the go-to guy in the company for making good games better and "troubled" games shippable.
He also put together a little booklet on game design basics that got passed around the office and among some of the developers who we worked with. It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should already know." It's been my experience that most people working professionally in business don't know, or simply ignore this stuff and this is why a large number of the commercially released games fall short of reaching their potential.
Level UP! was created when Scott finally decided to "put on his daddy pants" (his words, not mine) and turn his booklet into a full-fledged book for the masses. I'm glad he did.
The book opens with an overview of video game history and a general description of who does what on a development and publishing team. It's good for beginners; seasoned pros can skip to chapter two. Here, Scott discusses how to start with an idea and build it into a concept. Chapter three is about the story of the game, or what the game is about. Here Scott introduces his concept of "The Triangle of Weirdness." Ignore it at your own peril.
Chapter four is about writing the Game Design Document (a thankless task). It is full of helpful information including Scott's "Beat Chart" - a tool for developing and mapping the structure of your game.
By Chapter Five, Scott begins disclosing the things you only learn from years of experience in the business; things about Characters, Cameras and Controls. Next is walking, jumping, climbing and all other manners of character motion in games. One of my favorite Scott quotes that made it into the book is "Walking isn't Gameplay." It's right here on page 96.
The rest of the book delves ever deeper into all types of design and execution topics. It's peppered with Scott's illustrations which are included to clarify and entertain. You may, or may not, care for their style but you'll find them simply rendered and easy to understand.
The book is full of great information as well as being organized and laid out well, which makes it an ideal reference work for real-world game designers. Crucial information is clearly called out and easy to find. Each chapter ends with a synopsis of its "Universal Truths and Clever Ideas" and the table of contents and index were obviously created with care to make finding what you're looking for a breeze.
I was the first person to pre-order this book on Amazon. I bought it and paid full price rather than asking Scott to get me a complimentary copy because I believed the information in it would be valuable to me and my career. It has been.
If you're serious about a career in this business of video games you owe it to yourself to do as I've done. Buy Level UP!, read it cover to cover and go back to it often in your times of need - and believe me there will be many times of need if you work in this business.
Scott's former boss
and video game industry professional
I have no wishes for this book to be anything other than what it is; I've learned quite a bit and highlighted several sections knowing I will go back to gain a bit of insight. That said, his thoughts run the gambit more like a mentor providing tips than a guideline of sorts. Rogers will comb over certain topics in logical order and add his two cents to their existence rather than launch into a dissertation on the subjects - needless to say his commentary proves just as useful as any dissertation would be.
I would certainly recommend this to anyone interested in game design, or working in games, but also would love to recommend this to gamers keen on learning a bit more about the ideas that tick behind their favorite subject.
The one criticism I have is that "Level Up!" touches on virtually every subject that goes into making games, which is a lot to cover and unfortunately lead to some generalizations. For example, some of the "VERY IMPORTANT THINGS" are based solely on his experiences, which is fine cause people write about what they know, but I found some that I didn't agree with. And that would be OK, except that they are passed off of rules instead of guidelines. However, that just kind of goes with the territory of writing on such a large subject.
In the end the humor, knowledge, and technical aspects discussed merged together to create a wonderful book that sheds a lot of light on the industry. So if you are interested in working in the industry or are just curious about how your favorite game was made (cause chances are he referenced it in there somewhere) then you NEED to pick up this book!
Answers to these questions are what is so great about Level Up! It's not just about designing games; it's about the entire game industry and production process.
This book is an easy read that is both informative and entertaining. You will learn more about the anatomy of a great videogame than from any other single book I can think of.
But it also covers how to present your great ideas to other people in a way this is clear, concise, and exciting.
In addition, this book has loads of information about how the videogame industry actually works. In fact, I have made it required reading for my interns.
If you have any interest in making your own videogames or working for a company that makes videogames, do yourself a huge favor and go buy this book now!
You can thank me later.