Introduction to Game Development, Second Edition
Format: PDF / Kindle (mobi) / ePub
Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production. Organized around the curriculum guidelines of the International Game Developers Association (IGDA), the book is divided into seven independent sections, each featuring articles written by the experts on those topics. Suitable for both an introductory game development course or as a reference for game developers and designers, the book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight. Fully revised for today's technology, this second edition features an expanded section on game design, a new chapter on game writing and interactive storytelling, and much more. And the accompanying CD-ROM contains all the source code, demos, art files, and other materials referenced throughout the book. Introduction to Game Development, Second Edition is a must-have resource for anyone who wants to understand the entire game development process.
and pull it out of the slump of 1983, and continues to be a major force and innovator. Surprisingly, Nintendo was founded over 100 years ago, in 1889, and started out making hanafuda cards (Japanese playing cards). By the middle of the twentieth century, Nintendo had done well with Disneylicensed Western-style cards and later expanded into toys. During the late 1970s, toys 10 Part 1 Critical Game Studies began to move toward electronic video games, and Nintendo joined the fray with the
1997, they released Fallout, the spiritual successor to Wasteland. Fallout showcased a retro-futuristic style that was a marvel of art direction. Coupled with a combination of real-time and turn-based gameplay and a strong dash of humor, Fallout was a classic CRPG that, in turn, spawned its own sequel (Fallout 2). Like Wasteland before it, Fallout has become a steady fixture in lists of the best games of all time. One of Interplay’s most important and lucrative partnerships was with a Canadian
credited with helping bring CD-ROM drives to the masses. More recently, LucasArts has had success with several different franchises within the Star Wars universe including the hit RPG Knights of the Old Republic and its sequel (created by BioWare and Obsidian Entertainment respectively), the MMORPG Star Wars Galaxies, the real-time strategy game Star Wars: Empire at War, Lego Star Wars, and Star Wars: The Force Unleashed. LucasArts also has several non–Star Wars properties of varying degrees of
or is hit in cartoonlike fashion, and they are largely not considered violent. Games that depict just the strategic elements of war in Risk-like fashion are largely not considered violent either, although war is, by its very nature, unavoidably violent. Is whether an action is violent or not determined in some sense by the realism of the depiction? How does this change over time? Games like Mortal Kombat were controversial for their “realistic” depictions of blood, but that 1992 depiction is now
reveals appropriate information. f. Create a physical or digital prototype (for more information on prototyping, see Game Tuning Workshop, 2nd Ed. by Tracy Fullerton [Fullerton08]). g. Test the prototype with your audience and adjust the design using this information. h. Repeat 4d to 4g until the concept meets your goals. References [Andrade07] Andrade, Eduardo, Cohen, Joel B., “On the Consumption of Negative Feelings,” Journal of Consumer Research, (October 2007). [Apostol69] Apostol, Tom,