Level Up! Guide to Great Video Game Design

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Added on January 7, 2014 by Redbaron434in Books
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Level Up! Guide to Great Video Game Design (Size: 9.29 MB)
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Everyone who has ever played a video game has certainly thought about making video games. But making that leap, from consumer to creator, is certainly not easy. Even before you consider schooling, training, getting hired, or starting your own company, you need to be able to answer one seemingly simple question: How do you design a great game?

Veteran game designer Scott Rogers’ Level Up! The Guide To Great Video Game Design may have the answer, in a way that’s both easy to read and impressively rich in content. It’s not quite a textbook on game design, but it’s probably a much more interesting read than any textbook would be. Rogers draws on his experiences working on games like God of War, the Maximo series, Pac-man World, the Drawn to Life series, and Darksiders to provide a step by step guide through the process of creating a modern video game. But rather than giving code samples and specific details, Level Up! focuses on theories and best practices, a wise choice that doesn’t require the reader to know their C from their C++.

The book weighs in at a hefty 400 plus pages of content and several appendices with examples of the templates and documents discussed within the book, and covers every step of the process from the multitude of roles that contribute to a game’s development.

Easily, the highlight of the book is Rogers’ tone. Both informative and humorous, Rogers tackles a wealth of serious and valuable information without ever seeming to take himself or the craft too seriously. It’s a very, very fine line to walk, especially when you do have an extensive history in game design, but Rogers manages to walk that line, keeping the book’s voice light and fun. He obviously takes his work very seriously, but at the same time, he knows he’s not performing life-saving neurosurgery.

The best manifestation of that tone are the stick figure drawings that accompany most points in the book. They are at the same time crude (in quality, not content) and yet entirely appropriate, and do much to help sell each chapter’s message. That tone also helps to deal with much of the industry jargon, which is clearly explained and illustrated in a way that even a non-gamer would understand.

If there’s one small criticism to be levelled against the book, it’s that this is really about developing for consoles, and perhaps handheld games. And while many of the ideas and themes in the book could be universally true, if you are looking at developing in the mobile, casual, or Facebook markets this may not be an ideal reference book. That said, if you’re starting from square one with your knowledge, there is enough higher level thinking to apply to any situation.

Finally, Rogers also earns serious bonus points in my book for throwing in a “darts with cousin Roman” joke.


Read more at http://www.gamerpops.com/2011/06/level-up-the-guide-to-great-video-game-design-book-review/#CxmPzpgdRLzuR66u.99

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Level Up! Guide to Great Video Game Design