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Game Design Perspectives
47 Articles, Edited by Fran�ois Dominic Laram�e, 2002.
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Design Documents
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Writing Effective Design Treatments |
Writing the Adventure Game |
The Designer's Best Friends |
When Good Design Goes Bad |
Game Design Theory
World Building: From Paper to Polygons |
Meaningful Game Mechanics |
Pros and Cons of Hit Point Systems |
Alternatives to Numbers in Game Design Models |
Increasing Challenge without Frustrating Players |
Nine Trade-Offs of Game Design |
Adapting Licensed Properties |
Warning Signs of Faulty Game Design |
User Interfaces
Six Principles of User Interaction |
Breaking the Looking Glass: Designing User Interfaces for 3D Computer Games |
Camera Control Systems for 3D Games |
Learning Artistic Articulation without Reinventing the Wheel |
Genres and Platforms
Designing Gameplay for Interactive Television |
Memory-Friendly Design for Small Platforms |
Online Interaction Patterns |
Special Issues in Multiplayer Game Design |
Online Persistence in Game Design |
Characters and Storytelling
Storytelling in Computer Games |
Show and Tell: Applying Screenwriting Techniques to Computer Games |
Storytelling in Level-Based Game Design |
The User Community
But What If the Player Is Female? |
Designing for Online Community |
Character Interaction Outside the Game World |
Utilizing the Consumer-Making the Most of Modding |
Following Up after the Game Is Released: It�s Not over When It�s Over |
Managing a Game Development Business
Building (and Keeping) a Great Game Development Team |
Showing Publishers What They Want to See |
Introduction to Contract Negotiation |
Negotiating a Freelance Game Design Contract |
Keeping Your Team Motivated |
Managing External Development Teams: Hand Me the Remote |
Total Quality Control in Game Development |
Using Focus Groups to Proof Design Ideas |
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