Best of
Game-Design

2015

A Crowdfunder's Strategy Guide: Build a Better Business by Building Community


Jamey Stegmaier - 2015
    In this book he goes beyond the nuts and bolts of how it works to a deeper level—crowdfunding not just as a cool way to raise money but as a better way to build and run a business.This book features over forty illustrative examples of crowdfunding campaigns. Some succeeded wildly—like the high-tech cooler designer whose first attempt faltered but whose second raised $13 million. Some were sobering disasters, like the board game maker (not the author!) whose mistakes caused his project to collapse in two months, forcing him to return over $100,000. Stegmaier uses these stories to make points about topics such as preparation, timing, what kind of offers to make and what kind to avoid, what to spend money on and when, and more.But he insists it’s not just about the money—if you follow Stegmaier’s advice, crowdfunding can enable you to build a loyal following before you even have a product. He shows that if you treat your backers as people, not pocketbooks—communicate regularly with them, ask their opinions, attend to their needs—they’ll become advocates as well as funders, exponentially increasing your and your projects’ chances of succeeding.

The Game Believes in You: How Digital Play Can Make Our Kids Smarter


Greg Toppo - 2015
    Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

The Aesthetic of Play


Brian Upton - 2015
    The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.

Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players


Zack Hiwiller - 2015
    How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one's own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include:A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Beginner's Guide to Digital Painting in Photoshop: Characters


Derek Stenning - 2015
    It features established artists such as Charlie Bowater (concept artist at Atomhawk) and Derek Stenning (freelance concept artist and illustrator, with clients such as Marvel Entertainment and Nintendo) who share their industry experiences by covering such aspects as posing characters, choosing the correct costumes, conveying emotions, and creating suitable moods. Conclusive step-by-step instructions make this an invaluable resource for artists looking to learn new skills, as well as those pursuing the next level.

Blueprints Visual Scripting for Unreal Engine


Brenden Sewell - 2015
    Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres.By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players.From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.

The Art of Evolve


2k Games - 2015
    The intense competitive shooter features a team of human players hunting down a fearsome player-controlled beast. This enthralling coffee-table book chronicles each step in the creation of Evolve, featuring never-before-seen developmental art such as monster designs and character concepts. A comprehensive behind-the-scenes look at Turtle Rock Studios and 2K’s bold new game, The Art of Evolve is packed with hundreds of sketches, character illustrations, environment art, and more. Accompanying the stunning artwork is insightful commentary from the artists and developers, providing a unique glimpse into the video game development process. An in-depth exploration of the multiplayer shooter, The Art of Evolve is the essential companion to the exhilarating monster-hunting adventure bound to ensnare gamers worldwide. Evolve © 2010-2014 Take-Two Interactive Software Inc. Evolve, 2K, and their respective logos are property of Take-Two Interactive Software, Inc.

The History of Fallout


Paul Davies - 2015
    Welcome to the Fallout Saga book, a celebration of your great adventures as Vault Dweller, Chosen One, Lone Wanderer, Courier and Overseer.Before you march into the Wasteland once more, this saga book is only to say Thank You.

Game Design: Beyond Platforms


Zack Hiwiller - 2015
    Written by long-time game designer Zack Hiwiller, department chair for Full Sail University's pioneering Game Design degree program, Game Design: Beyond Platforms brings together reliable information on the topics most widely covered in modern game design classes. Hiwiller focuses on knowledge that will be useful for years to come, not tips and tricks that will become obsolete long before students can use them. He addresses the needs of both digital and analog game designers, and offers many references as jumping-off points for further exploration and learning. Coverage includes: A clear introduction to the discipline of game design, what game designers actually do, and how they fit into game development teams and the game development process A full section on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games - an important discipline largely ignored in game design texts Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

iOS 9 Programming Fundamentals with Swift: Swift, Xcode, and Cocoa Basics


Matt Neuburg - 2015
    With this thoroughly updated guide, you'll learn Swift’s object-oriented concepts, understand how to use Apple's development tools, and discover how Cocoa provides the underlying functionality iOS apps need to have. Explore Swift’s object-oriented concepts: variables and functions, scopes and namespaces, object types and instances Become familiar with built-in Swift types such as numbers, strings, ranges, tuples, Optionals, arrays, dictionaries, and sets Learn how to declare, instantiate, and customize Swift object types—enums, structs, and classes Discover powerful Swift features such as protocols and generics Catch up on Swift 2.0 innovations: option sets, protocol extensions, error handling, guard statements, availability checks, and more Tour the lifecycle of an Xcode project from inception to App Store Create app interfaces with nibs and the nib editor, Interface Builder Understand Cocoa’s event-driven model and its major design patterns and features Find out how Swift communicates with Cocoa’s C and Objective-C APIs Once you master the fundamentals, you'll be ready to tackle the details of iOS app development with author Matt Neuburg's companion guide, Programming iOS 9.

ZX Spectrum Games Code Club: Twenty fun games to code and learn


Gary Plowman - 2015
    Contains 20 games specifically created for this book, from Arcade classics to more wacky game ideas.No special equipment needed! Works on...Windows Mac Original ZX Spectrum Recreated ZX Spectrum Internet Browsers: Chrome / FF etc Linux Raspberry Pi Ideal for Retro Computing fans that want to dust off their ZX Spectrum or an emulator and type in some code, 'old school'.In one sitting type in a game, play it and then we will go through it. The book does not go over every single line of code, but rather summarises key components and newer sections for each game. This keeps the process fun and engaging.An interactive learning book intended for all ages and is also useful for Code Clubs. So type in a game and have some fun!Includes: ZX Breakout, MiniPong, Astral Invaders, Battleship War, Flappy Bird, Takeaway Ted and many more...

Online Game Pioneers at Work


Morgan Ramsay - 2015
    That's either a feature of successful game developers or a testament to Morgan's interviewing skills. I suspect it's a combination of both."In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read.Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. For nearly four decades, video games have captured the imaginations and drawn the ire of people around the world. Actors play them. Rappers promote them. Politicians want to control them. Even baseball legends make them. Video games are a cultural crossroads where business, entertainment, and technology converge.There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way.Online Game Pioneers at Work:• Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds• Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup• Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile businessOther books in the Apress At Work Series:• Gamers at Work, Ramsay. 978-1-4302-3351-0• Coders at Work, Seibel, 978-1-4302-1948-4• Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9• CIOs at Work, Yourdon, 978-1-4302-3554-5• CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4• Founders at Work, Livingston, 978-1-4302-1078-8• European Founders at Work, Santos, 978-1-4302-3906-2• Women Leaders at Work, Ghaffari, 978-1-4302-3729-7• Advertisers at Work, Tuten, 978-1-4302-3828-7

Border Break Artworks


Sega - 2015
    Included are technical drawings, rough concepts, character art, creator commentary, mech profiles, and more! No true mecha fan would dare miss "Border Break Artworks"!

Writing Video Games: A Creative Writing Career Excerpt (Creative Writing Career Excerpts, #2)


Justin Sloan - 2015
    This section comprises the entire section on video game writing, to include video game writer interviews, and is Part Five of the book.

MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Online Role-Playing Games


Richard A. Bartle - 2015
    "MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games" speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it s still all worthwhile.Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? "MMOs from the Inside Out" is for people with a spark of creativity: it pours gasoline on that spark.It: Explains what MMOs are, what they once were, and what they could and should become.Delves into why players play, and why designers design.Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs and to decide for yourself whether these are improvements.What MMOs are; who plays them, and why.How MMOs became what they are, and what this means for what they will become.That you have it in you to make MMOs yourself. Whom This Book is For: "MMOs from the Inside Out" is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination. "