GAMEPLAY AND DESIGN KEVIN OXLAND PDFGAMEPLAY AND DESIGN KEVIN OXLAND PDF

GAMEplay and design / by Kevin Oxland. p. cm. Includes bibliographical references and index. ISBN 1. Computer games–Programming. I . Title. Gameplay and Design has 8 ratings and 0 reviews. Covering the process of video game design, this title builds up a set of techniques used by. Judy Robertson, Keiron Nicholson, Adventure Author: a learning environment to support creative design, Proceedings of the 6th international conference on.

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Oxlanv exactly is the elusive ingredient that makes a game worth playing? To create a great game you need passion, imagination, talent, a good understanding of game-play and design, experience, a dedicated team, good project management and lots of hard work.

Every game developed is individual, but there are certain techniques and fundamentals that can be desig to understand the creative process of game design, and those fundamentals will be discussed throughout this book. Covering the process of game design, the book builds up a set of techniques used by designers within the industry.

In this section:

Aand the book an imaginary game “Jumping Ans will be discussed, taking the reader through the process of developing a design from the initial idea through to the full-blown specification. Demonstration levels and the design documents will be included on the accompanying CD, and these documents can be used as templates for future designs. The book is divided into two parts.

The first, Design DNA, discusses the components that make up a game design. The second part, Building the Design, describes the process of creating and formatting design documents. Using case studies and examples, the elements that create fun and absorbing game-play will be revealed.

The book covers the range of major consoles such as PS2, Nintendo Gamecube, Xbox, Gameboy Advance and the PC, providing an insight into the different considerations a designer must be aware of for different platforms and producing adn games.

Pearson – Gameplay and design – Kevin Oxland

What is the elusive ingredient that makes a game worth playing? It can be the scream of Daytonathe kill thrill of Quake or Doom or maybe the sense of achievement from finally completing Dungeon Siege. There is no instruction manual oxlahd making great games and it’s certainly not easy to create a masterpiece. What it takes is passion, imagination, talent, a good understanding of gameplay and game design principles, experience, a dedicated team, efficient project management and good old-fashioned hard work.

Every game is individual, but there are techniques and fundamentals that can be learnt to understand the creative process of game design. These fundamentals are discussed throughout the book, enabling you to:.

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The book is in two parts. The first discusses the components that make up gameplay using case studies and examples. The second goes through the stages of creating and formatting design documents, showing how to approach the industry to start or further your career. Whether you are a student studying game design, a practitioner working in the industry or simply someone wanting to take your first steps in this area, this book will give you new insights on many aspects of game design that will prove invaluable for your ongoing or future career in game development.

He has worked at Westwood Studios in Las Vegas on Disney’s The Lion King and Pinocchioand has also been involved in setting up two successful development studios and creating numerous games for many top publishers around the world. Would you like to tell us about a lower price? If you are amd seller for this product, would you like to suggest updates through seller support? Read more Read less. Discover Prime Book Box for Kids. These fundamentals are discussed gamepoay the book, enabling you to: Addison-Wesley June 3, Language: Gamelpay like to read this book on Kindle Don’t have a Kindle?

Share your thoughts with other customers. Write a customer review. Showing of 1 reviews. Top Reviews Desihn recent Top Reviews. There was a problem filtering reviews right now. Please try again later. In “Gameplay and Design,” Kevin Oxland describes the essential elements required to create compelling game design. The first part of the book defines essential oxlanf and techniques used by game designers.

Starting with the basic principles of game design, Oxland emphasizes that good design follows a well structured approach that is consistent in delivery. To reinforce this, the text starts with a gwmeplay game concept idea, an adventure game called Norbot that features a robot with a missing hand, and layers in subtle and more complex elements to help illustrate the usage of many of the topics discussed.

The progression of Norbot’s development follows logical steps: While more game design elements are presented than used in the game idea, Oxland does a great job providing examples and illustrations in keivn published games. It sounds simple, but in such a creative field as game design, there kein room for a lot of variety.

Once the core objective is established, it is important to consider a host of other factors critical to design.

The book moves from more abstract concepts such as player motivation to more concrete elements like level design and progression considerations. Oxland writes in a casual and familiar tone that is easy and enjoyable to read. Sprinkled throughout each chapter are game design axioms that are not always easy to spot. The book takes a much more narrative approach to each subject instead of presenting information analytically. Overall, I found the progression and presentation to be well done. The second part of the book describes translating game design ideas into documentation suitable for a production team or publisher to understand.

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Often during the documentation phase, additional details are refined and improved upon prior to beginning production. While it’d be easy to snd the last half of the book, I’ve seen many good ideas fail to garner support due to the designer’s inability to successfully convey their thoughts to teammates or decision makers.

Providing good documentation also reinforces the main theme of the book by formally structuring an idea for others to consider. Also, a description of various skills and characteristics typically required of workers in the game industry is provided as well as a chapter of references for those seeking to receive formal training in the field. Obviously this information has less value to those already in the industry anr belies the book’s target audience: With a focus on organization and a layered design process, the book is an enjoyable read that does a fine job covering many of the facets encountered in practice.

While it may have less value to those already in the osland, I’d recommend this book to desigm seriously considering becoming a game designer. One person found this helpful. There’s a problem loading this menu right now. Learn more about Amazon Prime. Get fast, free shipping with Amazon Prime.

Gameplay and Design

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