"Authored by one of the most prominent game designers in the world, A Playful Production Process teaches people how to develop interactive media in a productive and healthy manner"--
"Authored by one of the most prominent game designers in the world, A Playful Production Process teaches people how to develop interactive media in a productive and healthy manner"--Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Contents Foreword by Amy Hennig xv Introduction 1 1 How to Begin 9 2 Blue Sky Thinking 11 3 Research 17 4 Game Prototyping: An Overview 21 5 Making a Digital Game Prototype 31 6 Communication as a Game Design Skill 43 7 Project Goals 53 8 The End of Ideation 67 9 Gaining Control of the Process 71 10 What Is a Vertical Slice? 77 11 Building a Vertical Slice 91 12 Playtesting 103 13 Concentric Development 119 14 Preproduction Deliverable-The Vertical Slice 133 15 Against Crunch 135 16 Story Structure for Game Designers 141 17 Preproduction Deliverable-The Game Design Macro 151 18 Writing a Game Design Macro Chart 167 19 Scheduling 181 20 Milestone Reviews 199 21 The Challenge of Preproduction 211 22 The Character of Full Production 217 23 Types of Testing 229 24 Preparing for a Formal Playtest 237 25 Running a Formal Playtest 253 26 Game Metrics 267 27 The Alpha Phase and Bug Tracking 277 28 The Alpha Milestone 285 29 Stubbing Things In 297 30 Reaching the Audience for Our Game 303 31 The Beta Milestone 309 32 The Postproduction Phase 319 33 The Release Candidate Milestone 329 34 The Certification Process 333 35 Unexpected Game Design 339 36 After We've Finished 343 Epilogue 349 Appendix A: The Four Phases, Milestones, and Deliverables of the Playful Production Process 353 Appendix B: Transcription of Figure 7.1 355 Appendix C: Game Design Macro for Uncharted 2: Among Thieves (detail) from Figure 18.2 357 Acknowledgments 361 References 365 Index 371
Contents Foreword by Amy Hennig xv Introduction 1 1 How to Begin 9 2 Blue Sky Thinking 11 3 Research 17 4 Game Prototyping: An Overview 21 5 Making a Digital Game Prototype 31 6 Communication as a Game Design Skill 43 7 Project Goals 53 8 The End of Ideation 67 9 Gaining Control of the Process 71 10 What Is a Vertical Slice? 77 11 Building a Vertical Slice 91 12 Playtesting 103 13 Concentric Development 119 14 Preproduction Deliverable-The Vertical Slice 133 15 Against Crunch 135 16 Story Structure for Game Designers 141 17 Preproduction Deliverable-The Game Design Macro 151 18 Writing a Game Design Macro Chart 167 19 Scheduling 181 20 Milestone Reviews 199 21 The Challenge of Preproduction 211 22 The Character of Full Production 217 23 Types of Testing 229 24 Preparing for a Formal Playtest 237 25 Running a Formal Playtest 253 26 Game Metrics 267 27 The Alpha Phase and Bug Tracking 277 28 The Alpha Milestone 285 29 Stubbing Things In 297 30 Reaching the Audience for Our Game 303 31 The Beta Milestone 309 32 The Postproduction Phase 319 33 The Release Candidate Milestone 329 34 The Certification Process 333 35 Unexpected Game Design 339 36 After We've Finished 343 Epilogue 349 Appendix A: The Four Phases, Milestones, and Deliverables of the Playful Production Process 353 Appendix B: Transcription of Figure 7.1 355 Appendix C: Game Design Macro for Uncharted 2: Among Thieves (detail) from Figure 18.2 357 Acknowledgments 361 References 365 Index 371
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