Self-Help Books from Cengage Learning PTR

David Perry on Game Design: A Brainstorming ToolBox

David Perry on Game Design: A Brainstorming ToolBox

ISBN 13: 9781584506683

ISBN 10: 1584506687

Author: David Perry; Rusel DeMaria

Pages: 1040

Published: 03/24/2009

Print Book Price: $54.99 Add to cart

eBook Price: $26.94 Add to cart

eBook Download Instructions

Description
Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, "David Perry on Game Design" will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play.
Note*: If you are buying the e-book version of this product, any CD/DVD supplement files referenced throughout the book can be accessed for free at our Companion Downloads page.
Benefits
  • Written by David Perry, game industry icon, and Rusel DeMaria, author of dozens of game strategy guides and more than 60 game-related books.
  • Offers advice and tips on game design strategies that are truly priceless and come from first-hand experience.
  • Structured as a true reference book that will appeal to readers of all skill levels.
Author Bio
David Perry
David Perry is a 25-year video game industry veteran. Perry launched his professional career at just 15 years of age by writing video game programming books in his native Northern Ireland. Since then, Perry or his studio Shiny Entertainment has developed numerous games (including The Terminator, Teenage Mutant Ninja Turtles, Mc Donald's Global Gladiators, 7-Up's Cool Spot, Disney's Aladdin, Earthworm Jim, MDK, Sacrifice etc.) His last console titles were based on the Matrix franchise from Warner Brothers. His games have sold an estimated one BILLION dollars at retail. After selling Shiny to Atari, Perry is now the Chief Creative Officer of Acclaim Games and is also the founder of a new company called GameInvestors.com (to help developers find funding for their games.) Perry sits on the Advisory Boards of the Game Developers Conference, the Hollywood and Games Conference, the Gamers Expo & Westwood College. He's a regular speaker at key industry events and has even spoken at prestigious events like at the TED.COM conference, and at universities like MIT, USC, UCLA etc. In July 2008 he’s being awarded a Doctorate by Queen’s University at the same time as the Prime Minister of England (Tony Blair.) Here’s a Google link for him that brings up 230,000 web pages: http://tinyurl.com/ywb4bg Perry’s name is practically a household name among game players and professionals in the game industry, and this is his first book. Perry has always promoted talent and encouraged aspiring designers, and this book is his way of offering something “real,” practical and useful to designers everywhere. His biggest frustration with game development books that tell you to make innovative games, but don’t tell you how. We plan to change that.
Rusel DeMaria
Rusel DeMaria has been a writer in the game industry since 1981, and has written more than 60 game-related books. The founding editor and creative director of Prima Publishing's acclaimed strategy guide division for 6 years and former senior editor of three national video game magazines, DeMaria is one of the most experienced writers/journalists in the video game industry. He has been a columnist in magazines and newspapers nationally and internationally, has consulted and written privately for several top game companies and continues to write high-profile books, working with some of the biggest companies in the business. DeMaria is now the assistant director and a design consultant/producer for Acclaim Games. He is the author of "Reset: Changing the Way We Look at Video Games" from Berrett-Kohler Publishers and a co-author of the upcoming David Perry on Game Design: A Brainstorming Toolbox (1584506687).
cover image - David Perry on Game Design: A Brainstorming ToolBox
Table of Contents
Part I: How to Use This Book

Chapter 1: Using This Book as a Reference

Chapter 2: Brainstorming and Research

Part II: Which Game Will You Make?

Chapter 3: Hooks

Chapter 4: What Publishers Want

Chapter 5: Game POV and Game Genres

Chapter 6: Business Models

Chapter 7: Branding

Chapter 8: Protecting Your Intellectual Property

Part III: Storytelling

Chapter 9: Storytelling Techniques

Chapter 10: Movie Genres

Chapter 11: Scenarios

Part IV: Characters

Chapter 12: Character Design

Chapter 13: Character Roles and Jobs

Chapter 14: Enemies

Chapter 15: Character Abilities

Chapter 16: Speech

Part V: Worlds

Chapter 17: Game Worlds

Chapter 18: Travel

Chapter 19: Objects and Location

Chapter 20: Music and Sound

Part VI Experience Design

Section A: The Elements of Experience

Chapter 21: Experiential Design

Chapter 22: Game Conventions and Cliches

Section B: Goals and Rewards

Chapter 23: Goals

Chapter 24: Rewards, Bonuses, and Penalties

Section C: Obstacles

Chapter 25: Barriers, Obstacles, and Detectors

Chapter 26: Traps and Counter Traps

Chapter 27: Puzzles

Section D: Time

Chapter 28: Controlling Pacing

Section E: Communication

Chapter 30: Ways to Communicate with the Player

Section F: Common Problems

Chapter 31: Common Game Design Problems

Chapter 32: Ways to Die

Part VII: Weapons and Armor

Chapter 33: Historical and Cultural Weapons

Chapter 34: Standard Modern Weaponry and Armor

Chapter 35: Epilogue