Game Design For Teens

by ; ; ; ;
Edition: 1st
Format: Paperback
Pub. Date: 2004-09-30
Publisher(s): Cengage Learning Ptr
  • Free Shipping Icon

    This Item Qualifies for Free Shipping!*

    *Excludes marketplace orders.

List Price: $31.49

Rent Book

Select for Price
There was a problem. Please try again later.

New Book

We're Sorry
Sold Out

Used Book

We're Sorry
Sold Out

eBook

We're Sorry
Not Available

How Marketplace Works:

  • This item is offered by an independent seller and not shipped from our warehouse
  • Item details like edition and cover design may differ from our description; see seller's comments before ordering.
  • Sellers much confirm and ship within two business days; otherwise, the order will be cancelled and refunded.
  • Marketplace purchases cannot be returned to eCampus.com. Contact the seller directly for inquiries; if no response within two days, contact customer service.
  • Additional shipping costs apply to Marketplace purchases. Review shipping costs at checkout.

Summary

You might have a truly amazing idea for a game, but do you know what to do with it? Transforming your idea into an actual game can be a daunting task. You must have an understanding of game art, programming, audio, and business in order to produce the solid game design document that can turn your really cool idea into a really cool game. "Game Design for Teens" is here to help you develop the skills you need to do just that. Study several real-world examples and learn from the experience of industry professionals as you focus on the techniques and elements that go into creating a game design document. Get ready to set your idea into motion as you turn it from a concept into a reality!

Author Biography

Les Pardew has contributed to more than 100 video game titles, Pardew currently serves as president of Alpine Studios

Table of Contents

Introduction xvi
What Is Game Design?
1(20)
What's in the Book?
1(1)
How Are Games Designed?
2(3)
Vision of the Game
3(2)
The Game Layout Chart
5(1)
Designing Gameplay
6(1)
Designing the Story
7(2)
Designing Characters
9(1)
Character Description
9(1)
Character Sketch
9(1)
Designing Environments
10(3)
Written Description
10(1)
Environment Pictures
11(2)
Designing Audio
13(1)
Interface Design
13(2)
Onscreen Interface Graphics
14(1)
Designing Fun
15(2)
Game Demo
17(2)
Game Engines
17(1)
Art for Demos
18(1)
Sound for Demos
18(1)
Non-Playable Demo
19(1)
Summary
19(2)
What Is a Game Designer?
21(24)
The Game Designer
21(9)
Love to Play Games
22(1)
Creative Thinker
22(1)
The Game Development Process
23(3)
Solving Problems
26(1)
Is It Fun?
26(1)
Do You Like to Work?
27(2)
Dedication to Games
29(1)
Getting Started
30(13)
Research
30(1)
Create
31(1)
Analyze
32(5)
The Concept Document
37(3)
Writing the Document
40(1)
Character Design
40(1)
Research
40(2)
Creativity
42(1)
Analyze
43(1)
The Character Design
43(1)
Summary
43(2)
The Design Document
45(18)
Layout of the Design Document
46(2)
Design Document Elements
48(14)
Introduction
48(1)
Game Overview
48(2)
Position the Game
50(1)
Game Features
51(11)
Summary
62(1)
The Game Idea
63(24)
Where Can I Find an Idea?
63(2)
Examples
64(1)
Read
65(1)
Any Questions?
65(1)
What Will the Game Do?
66(1)
What Are the Goals of the Game?
66(1)
Pick Your Genre, Any Genre
67(17)
Action-Adventure and Bears, Oh My!
67(2)
Fighting
69(2)
First-Person Shooter
71(1)
Hunting
72(1)
Puzzle
73(2)
Role Playing Games
75(3)
Simulation
78(2)
Sports
80(1)
Strategy
81(3)
Multiplayer
84(1)
What's Your Story?
84(1)
How Big Can I Make It?
84(2)
What to Keep
85(1)
What to Throw Out
85(1)
Don't Keep It in Your Head
86(1)
The High Concept
87(18)
The Purpose of the High Concept
88(1)
Writing the High Concept
88(15)
The Game Statement
89(5)
Why the Game Is Important
94(1)
Why the Game Is Unique
95(3)
Audience
98(2)
Why Should the Game Be Published?
100(3)
Summary
103(2)
Visualizing the Game
105(24)
Art Used in Game Designs
105(23)
Storyboards
106(8)
Level Layouts
114(4)
Environment Illustrations
118(3)
Character Designs
121(3)
Model Sheets
124(1)
Graphical User Interface (GUI) Design
125(2)
Other Concept Art
127(1)
Summary
128(1)
Designing Audio
129(28)
Character Voices and Speech
132(7)
Script
132(3)
Talent Search
135(2)
Recording
137(2)
For the Technically Curious
139(6)
What We Hear
139(4)
What the Computer Hears
143(2)
Sound Effects
145(4)
Realistic
145(3)
Non-Realistic
148(1)
Music
149(6)
First Steps
149(3)
Basic Organization
152(3)
Summary
155(2)
Game Flow
157(14)
The Flowchart
157(4)
The Oval
158(1)
The Diamond
158(1)
The Rectangle
158(1)
The Circle
159(1)
Sample Flowchart
159(2)
An Alternate to Flowcharting
161(1)
Take a Shower Textual Sequence
161(1)
Manageable Pieces
162(8)
Game Flow Design Methods
162(1)
Main Game Flowchart
163(1)
Gameplay Flowchart
163(3)
One Player Career Flowchart
166(2)
Two Player Career Flowchart
168(1)
Race Flowchart
169(1)
Summary
170(1)
User Interface Design
171(28)
What Is a User Interface?
171(7)
How Does the Player Receive Game Information?
172(1)
Can Interface Elements Be Incorporated into the Natural Play of the Game?
172(1)
How Can the Interface Affect the Game?
173(1)
How Can the Player Control the Game?
174(1)
Controlling Your Controls
174(4)
Feedback
178(2)
Information Presentation
178(1)
Personality
179(1)
The Visual
180(10)
What Is a Graphical User Interface?
180(1)
Information Screens
181(4)
Menus
185(3)
Onscreen Displays
188(2)
Creating Game Navigation Design
190(4)
Creating Onscreen Elements
194(4)
Summary
198(1)
Technical Design
199(14)
The Sections of a TDD
200(11)
Target Hardware System(s)
200(1)
Target Audience
200(1)
Processor Use
200(1)
Memory Use
201(1)
Saving and Loading
201(1)
Supported Input Devices
202(1)
Supported Output Devices
202(1)
AI
202(1)
Multiplayer
203(1)
Concerns and Potential Problems
203(1)
Software Tools
204(1)
Data Wrangling
204(1)
Database Handling
205(1)
Scheduling
205(2)
Game Flow
207(1)
Game Engine
208(1)
Needed Assets
209(1)
Languages
209(1)
Audio Handling
210(1)
Physics
210(1)
Sample Art
210(1)
User-Defined Worlds
211(1)
Summary
211(2)
Schedules and Budgets
213(20)
What Comes First, the Chicken or the Egg?
214(1)
Breaking Down the Tasks
215(2)
Creating the Framework of Dependencies
217(1)
Gantt Charts
218(2)
Critical Path
220(1)
Scheduling
221(4)
Budgeting
225(6)
Direct Labor Costs
225(3)
Easy Adjustments
228(1)
Putting the Budget Together
229(2)
Summary
231(2)
Special Considerations
233(26)
Puzzle
234(2)
Platform
236(2)
Adventure
238(3)
Racing
241(2)
Fighting
243(2)
Sports
245(2)
Real-Time Strategy
247(1)
Turn-Based Strategy
248(3)
Shooters
251(1)
Simulations
252(2)
Role Playing
254(2)
Massive Multiplayer Online
256(2)
Summary
258(1)
Appendix Design Document
259(30)
Motocross Professional Circuit
259(1)
Design Document by Alpine Studios
259(1)
Table of Contents
260(2)
Introduction
262(1)
Game Overview
262(3)
Platform
262(1)
Genre
263(1)
Target Audience
263(1)
Languages
263(1)
Street Date
263(1)
Key Features
263(1)
Unique Selling Points
264(1)
Career Path
264(1)
Game Structure
265(4)
Camera Viewpoint
265(1)
Camera
265(1)
Modes of Play
265(1)
Trick Mode or Free Ride
265(1)
Motion
266(1)
Trick Motions
266(1)
Level Overview
266(3)
In-Game Progress, Timers, and Clocks
269(1)
Race Replay
269(1)
Report Card
269(1)
Reward or Trophy Screens
269(1)
Model Production and Development
269(2)
Equipment and Upgrades
270(1)
Track Editor (In-Game)
270(1)
Special Effects
271(1)
Technical Design
271(2)
Processor Use
271(1)
Main Memory Map
272(1)
Geometry
272(1)
Animation
272(1)
Graphics
272(1)
Audio
272(1)
Saving
272(1)
Physics
273(1)
AI
273(1)
Art Development
273(1)
Potential Trouble Spots (Risk Areas)
273(1)
Player Control
273(1)
Level Design
274(1)
Texture Development
274(1)
Bug Type Description
274(1)
Game Features
274(1)
Fun
274(1)
Motorcycles
274(1)
Game Play and Rewards
274(1)
Art Style
275(1)
Audio Experience
275(1)
Game Structure
275(2)
General Viewpoint
275(1)
Modes of Play
275(1)
Player Controls General Keystroke Controls
276(1)
Technical Issues
277(12)
Geometry
277(1)
Main Memory Map
277(1)
Animation
277(1)
Graphics
278(1)
Audio
278(1)
Saving
278(1)
Physics
278(1)
AI
278(1)
Art Development
278(1)
Sample Art
279(2)
Development Team
281(6)
Schedule and Budget
287(2)
Index 289

An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.

Digital License

You are licensing a digital product for a set duration. Durations are set forth in the product description, with "Lifetime" typically meaning five (5) years of online access and permanent download to a supported device. All licenses are non-transferable.

More details can be found here.

A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.

Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.

Please view the compatibility matrix prior to purchase.