Game Design Complete
Patrick O'Luanaigh
Sold by AwesomeBooks, Wallingford, United Kingdom
AbeBooks Seller since November 28, 2006
Used - Soft cover
Condition: Used - Very good
Ships from United Kingdom to U.S.A.
Quantity: 1 available
Add to basketSold by AwesomeBooks, Wallingford, United Kingdom
AbeBooks Seller since November 28, 2006
Condition: Used - Very good
Quantity: 1 available
Add to basketGame Design Complete This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. .
Seller Inventory # 7719-9781933097008
Most books on game design and development treat the topic as if designers worked in a vacuum. But in the real world, game design almost always needs to work within the constraints of time, money, hardware and software limitations, marketing issues, sales potential, and other challenges. Anyone who views this as an opportunity rather than a problem can learn to create exciting and truly original titles that become highly successful. The "complete" approach to game design is all about getting into the trenches and uncovering the real-world constraints and issues and providing design solutions that really work.
This highly practical and informative guide shows that designing successful games involves critical factors such as how to design for licenses when a game is based on a film, book, or TV show; how to design for technology that has significant limitations such as limited memory, smaller displays, and limited CPU capacity; how to create designs that are compelling and really hook the player; and how to spot and take advantage of key design trends that are leading the industry. No other book like Game Design Complete brings together the amazing insight of today's top minds to cover topics like designing unique characters, dealing with strange and challenging environments like Mars or the artic, designing a game around famous people, designing a game to stand out as a brand, designing for different demographics, and much more. Throughout, the book is jam-packed with design related war stories, tips, and techniques that really work.
In 2000, he moved to SCi Games in London, where he helped build the quality and reputation of the company, overseeing the design of titles such as the Conflict series, which sold over six million copies over the first three versions. He was also closely involved in the signing of new products and working with licensors such as MGM, Miramax, Paramount and Warner Brothers.
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