Produktbild: Swipe This!

Swipe This! The Guide to Great Touchscreen Game Design

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

11.06.2012

Verlag

John Wiley & Sons Inc

Seitenzahl

408

Maße (L/B/H)

23,3/18,7/2 cm

Gewicht

657 g

Auflage

2. Auflage

Sprache

Englisch

ISBN

978-1-119-96696-8

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

11.06.2012

Verlag

John Wiley & Sons Inc

Seitenzahl

408

Maße (L/B/H)

23,3/18,7/2 cm

Gewicht

657 g

Auflage

2. Auflage

Sprache

Englisch

ISBN

978-1-119-96696-8

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: GPSR Kontakt

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  • Produktbild: Swipe This!
  • Introduction Swipe This Book! 1

    Some Possible Reasons You Picked Up Swipe This! 2

    Who is This Book For? 2
             
    Working Video Game Professionals 3

    Future Video Game Designers 4

    Students of Game Design 5

    People Who Love Video Games 6

    Why Another Book on Game Design? 7

    What You Won't Find in This Book 7

    Very Deep Theory 8

    The Complete History of Video Games 8

    How to Program Video Games 9

    How to Create Video Game Art 9

    Lameness 9

    What You Will Find in This Book 9

    Practical Information 10

    Good News! 11

    Chapter 1 Hardware Wars 13

    Touch and Go! 18

    More Things to Be Touchy About 20

    Game On! 21

    Destroy All Humans! 28

    Developer Interview 1 Paul O'Connor 29

    Chapter 2 Clown-On-A-Unicycle 33

    Let's Get High (Concept) 35

    Yes, But is It a Game? 39

    Really Quick Guide to the One-Sheet 40

    Form Follows Function 41

    Function Follows Form 42

    Length Matters 43

    The Average Play Session Will Last 2 to 5 Minutes 45

    The Overall Game Length Should Only Be a Few Hours 45

    Develop Gameplay in Terms of Depth, Not Length 48

    Emphasize Repeatability Over Content 48

    Create Natural Play Breaks Over the Course of the Game 49

    Emergent Eschmergent 49

    I Want to Be Rich and Powerful 51

    Game Design Spotlight 1 Fruit Ninja HD 53

    Chapter 3 Finger Fu! 57

    The Fabulous Folio of Facile Fingering 60

    You Only Have Two (to Four) Fingers 68

    Hands Solo 70

    Virtual Joysticks Suck ... or Do They? 75

    Hands Get Their Revenge 77

    Developer Interview 2 Andy Ashcraft 81

    Chapter 4 GenreBusters 85

    Making a Name 91

    Games Need Story ... or Do They? 94

    Unreliable Narrators 106

    Game Design Spotlight 2 Helsing's Fire 107

    Chapter 5 Puzzlings 111

    Superior Logic 115

    The Problem with Math 118

    Don't Be Difficult 121

    Physics: It's for the Birds 123

    Let's Get Wet 127

    Do You See What I See? 128

    Hiding in Plain Sight 131

    Word Up 133

    And the Solution is ... 135

    Developer Interview 3 Erin Reynolds 137

    Chapter 6 Arcade Crazy 141

    The "Good Ol' Days" 143

    Games? I'll Give You Games! 147

    A-mazing Games 151

    Cuteness Counts 152

    The First Rule of Fighting Games ... 155

    Get on the Ball 159

    Baby, You Can Drive My iPhone 162

    Beat It, Kid 165

    Everything New is Old Again 166

    Game Design Spotlight 3 Where's My Water? 171

    Chapter 7 Action Guy 175

    Think Like an Artist 177

    The Metrics System 179

    Didn't We Already Talk about Character? 182

    World Building for Fun and Profit 183

    What's with All the Zombies? 189

    How to Design an Enemy in Six Easy Steps 190

    Fighting for Cash and Glory! 194

    Pain, Pain, Go Away, Come Again Some Other Day 201

    Putting the "Ack" in "Feedback15" 202

    The Only Good Player is a Dead One 203

    Developer Interview 4 Blade Olsen 205

    Chapter 8 DoodleCat 209

    Get to the Point 210

    Finger Pointers 212

    The Artist's Way 214

    A Line on Fun 217

    Meow Meow Meow 220

    Game Design Spotlight 4 Jetpack Joyride 223

    Chapter 9 Casual Fryday 227

    Board Games 229

    Card Games 232

    Real Time Strategy Games 234

    How to Create a Tech Tree 236

    Tower Defense Games 238

    God Games 241

    Sports Games 246

    RPGs and MORPGs 249

    The Crown Jewel of Casual 253

    To Clone or Not to Clone? 255

    Developer Interview 5 Sam Rosenthal 257

    Chapter 10 The New Genres 261

    Micro-games 263

    Gesture Games 264

    The Art of Art 266

    Tilt Games 268

    Endless Runners 269

    Augmented Reality 276

    Now is the Future! 280

    Game Design Spotlight 5 No, Human 281

    Developer Interview 6 Andy Reeves 285

    Chapter 11 Make Your Own Star Wars 289

    How to Start 292

    Diversion #1: How to Storyboard Gameplay 293

    Diversion #2: A Word About Title Screens 296

    Team Building 101 300

    Sound Advice 304

    The Three -ions 305

    Diversion #3: Where to Find Teammates 305

    RadGame-GDDFirstDraft-20XX0614-SR.doc 308

    Production Pointers 309

    The Topic No One Likes Talking About 310

    Ship It! 314

    Marketing Your Game 315

    You Can Make a Game, But Can You Do the Paperwork? (Submitting Your Game) 317

    Diversion #4: How to Design an Icon 318

    Now Where Were We? 320

    Post-Release Strategies 320

    What to Do for an Encore? 321

    Game Design Spotlight 6 Angry Birds 323

    App-pendix 1 The Class of 2008 329

    Arcade Games 329

    Breaker Games 331

    Classic Games 332

    Puzzle Games 333

    Racing Games 335

    Rolling Games 335

    The Others 336

    App-pendix 2 Touchscreen Template 337

    App-pendix 3 Gameplay Storyboarding Template 339

    App-pendix 4 The Game Designer's Checklist 341

    Afterword 343

    Index 345