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This book will introduce both aspiring and professional designers to the exciting and fast-paced world of gameplay system design. Designing successful next-generation console games has become an increasingly complicated business as gamers are demanding more features and more complexity in the games that they play. More than ever, game designers are faced with the challenge of balancing consumer expectations with strict marketing requirements, schedule deadlines and budget limitations. With a hands-on, practical approach, Game Development Essentials: Gameplay Mechanics will teach readers how to approach game design in an efficient way that will meet the objectives of the target audience, as well as the businesses that fund their development, by approaching game design as an interaction of various systems, instead of individual, unique but unrelated features. With an end goal of creating exciting, dynamic, and engaging games, this book will help readers navigate the options and make intelligent choices in their game design.
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Troy Dunniway is an award-winning video game designer, director, and producer and has had a lead role in companies such as Microsoft, Electronic Arts, Westwood Studios, Ubisoft, Insomniac Games, Midway, and Brash Entertainment. Troy has been the creative lead on Ratchet: Deadlocked and Tom Clancy's Rainbow Six: Vegas. Munch's Oddysee, Fable, Crimson Skies, and Mercenaries have won numerous Game of the Year and Game Design of the Year awards. Troy has shipped games for every console and in almost every genre, giving him a variety of experience in third-party independent development, first-party internal development, and publishing. He speaks regularly at the Game Developers Conference, SIGGRAPH, E3, and other international events and lectures at universities on game design and development. Troy is the Chair of Gaming for the SIGGRAPH 2010 national convention and is working to expand the presence of gaming in the worldwide graphics industry.Review:
Chapter 1: Creating the Foundation: History of Gameplay Mechanics Chapter 2: Creating the Process: The Game's Design Path Chapter 3: Creating the Core: The Game's Heart and Soul Chapter 4: Creating the Characters: The Game's Inhabitants Chapter 5: Creating the Options: Providing Breadth Chapter 6: Creating the Connection: Providing Depth Chapter 7: Creating Progression: Ramping the Player Chapter 8: Creating Variety: Involving the Player Chapter 9: Creating Cohesion: Putting it all Together
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