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Table Of Contents

The Shock of the New
The Creative Road Map
Having the Idea
Inspiration
Synthesis
Resonance
Convergence
Shaping the Idea
Dramatic Effect
The Treatment
Taking Stock
Analysis
Evaluation
Justification
Case Study 1.1The One-Page Pitch
Feasibility
Commercial
Technological
Developmental
Getting it Down
Case Study 1.2Initial Treatment forConquerors
What Is a Game?
Cool Features
Fancy Graphics
Puzzles
Setting and Story
Games Aren’t Everything
Games Mean Gameplay
Case Study 2.1Story Versus Gameplay
Case Study 2.2A Missed Opportunity?
Creating The Game Spec
Features
Case Study 2.3Integrating Game Objectives
The Dominant Strategy Problem
Near Dominance
Case Study 3.1Environment Plus Rules Equals Gameplay
Supporting Investments
Versatility
Case Study 3.2Unexpected Versatility
Compensating Factors
Case Study 3.3Balancing Compensating Factors
Impermanence
Shadow Costs
Case Study 3.4Shadow Costs in Age of Empires
Synergies
A Final Word About Gameplay
Interactivity
Kinds of Interactivity
Case Study 3.5A Different Kind of Interactivity
“Why?”Versus “What?”
The Designer’s Role
Case Study 4.1A Development Timeline
Design Documentation
The Gameplay Spec
The Designer’s Notes
Case Study 4.2The Need for Documenting the Spec
Using The Design Documents
Fitting Design To Development
Tiers and Testbeds
Why Use Documents at All?
Player/Player Balance
Symmetry
Player/Gameplay Balance
Case Study 5.1Is This Supposed to Be Fun?
Reward the Player
Let the Machine do the Work
Make a Game You Play With,Not Against
Case Study 5.2The Save Game Problem
Gameplay/Gameplay Balance
Component and Attribute Balance
Intransitive Game Mechanics Guarantees Balance
Case Study 5.4Attribute Balance Using SPS
A Game Balance Checklist
Ambience
Sound
Case Study 6.1Sound Effects at Their Best
Vision
Case Study 6.2A Discordant Note
Touch
Interface
Case Study 6.3Meshing the Interface with Look and Feel
Case Study 6.4Sometimes Less Is Less
Storytelling
A Toolbox of Storytelling Techniques
Case Study 6.5An Example of a Look-and-Feel Document
Case Study 6.6An Unexpected Development
Case Study 6.7An Unsatisfying Conclusion
The Sum of the Parts
The Professionals
The Game Concept
Planning for Change
The Technology
The Team
Costs and Timelines
The Future
The Necessity of Design
Don’t Be Afraid to Plan
Case Study 8.1Design Saves Time
Why Design Is Fine
Case Study 8.2Keep the Design up to Date
Essentials of Game Design
Is it Original?
Is it Coherent?
Is it Interactive?
Is it Interesting?
Is it Fun?
The Future of Design
Making Designs More Generic
Nonsymbolic Design
The Future of Games
The Next Decade
The Strengths of Software
The Crossroads of Creativity
Case Study 8.4An Example of Mise En Scene
Games as Entertainment
The Way Forward
The Current Development Model
The Origins of the Industry
The Trouble with Game Developers
The Problem Developer
Excessive Long Hours Mean an Unsuccessful Project
Exceptions to the Rule
Morale Booster Caveats and Warnings
Spreading the Risk
What Is a Software Factory?
Why Use a Software Factory?
Solving Game Development Issues
Case Study 11.1The Effects of Losing Key Personnel
Case Study 11.2Code Reuse
Organizing a Software Factory
A Structural Overview
Group Responsibilities and Interactions
Case Study 11.3Ineffective Problem Handling in Action
Case Study 11.4Effective Problem Handling in Action
Case Study 11.5The Benefits Of Tool Reuse
Applying the Software Factory Structure and Methodology
Getting off the Ground
Rotating and Reassigning Team Members
Case Study 11.6The Indispensables
The Suitability of a Software Factory
Smaller Teams
The Final Word
How Milestones Currently Work
Fuzzy Milestones
Milestones and Mini-Milestones
When to Use Milestones
Making Your Milestones Accurate
Case Study 12.2The Costs of Canceling Projects
Checkpoint 1.0 General Requirements Gathering
Checkpoint 1.1 Technological Requirements Gathering
Checkpoint 1.2 Resource Requirements Gathering
Checkpoint 2.0 General Feasibility Study
Checkpoint 2.1 Technological Feasibility Study
Checkpoint 2.2 Resource Availability Study
Checkpoint 3.0 Draft Architecture Specification
Checkpoint 3.1 Project Initialization
The Next Steps
Defining Milestones
Bad Milestones
Good Milestones
Case Study 12.3A Real-Life Milestone
Research Versus Deadlines
Evaluation of Milestones
Procedures
Reviews
Testing in General
“Process”
Case Study 13.1Process Gone Mad
Procedures: Where to Use Them?
The Design Phase
The Development Phase
The Testing Phase
Source Control and Code Reviews: A Synergy
What Should Source Control Be Used For?
The Importance of Information Transmission
Proactive and Reactive Information Transmission
Risks
Design and Architecture Problems
Case Study 14.1The Case of the Deaf Manager
Schedule Threats
Case Study 14.2Applied Schedule Readjustment
Organizational Problems
Contractor Problems
Personnel Problems
Development Problems
Process Problems
The State of the Industry
The First Era
The Second Era
The Third Era
Violence in Games
The New Model Developers
Case Study 15.1It’s Hard for Developers
The Online Revolution
Delivering Games Online
Playing Games Online
The History of Development Techniques
The Rise and Fall of the Original Game Idea?
The Development Environment
The Present Day
Reusability
The Beginning
Case Study 17.1Abstraction in Quake II
Hardware Abstraction
Graphics Hardware Abstraction
Sound Hardware Abstraction
Other Hardware Considerations
“Not Built Here”Can Be Better
The Twilight Zone
The Problem Domain
What Is a Game? (Revisited)
Thinking in Tokens
Tokenization of Pong
Case Study 17.2The Inflexibility Trap
The State of the Art
The Rise and Fall of the 3D Engine
The Perception of Technology
Case Study 18.1A First Impression
Blue-Sky Research
Research Types
Case Study 18.2Losing Sight of the Ball
Case Study 18.3Tetris: A Caveat
Case Study 18.4Outcast: Good Use of Technology
Keeping a Journal
Reinventing the Wheel
Use of Object Technology
The Pros and Cons of Abstraction
Reusability in Software
Code Reuse
Case Study 19.1Reuse of Engines
Design Reuse: Patterns
Game-Specific Patterns
The Birth of an Architecture
Architectural Concepts
The Tier System
Tier Zero: The Prototype
Tier One and Beyond
Case Study 20.1A Database-Driven Approach
Architecture Design
Applying the Tier-Based Approach to Architecture Design
Case Study 20.2Discussing the Architecture of Warbots
Architecture Orthogonality
The Development Process
Code Quality
Coding Standards
Coding Priorities
Speed
Size
Flexibility
Portability
Maintainability
Debugging and Module Completion
Types of Bugs
Case Study 21.1Class A Bugs or Not?
The Seven Golden Gambits
Reuse
Case Study 21.2Reusable Architecture
Documentation
Design First
Schedule
Catch Mistakes as You Go Along
Limit R&D
Know When to Draw the Line
The Three Lead Balloons
Bad Management
Feature Creep
Coder Insularity
Late Evaluation
Final Analysis
Case Study 22.6Keep Something Back
Case Study 22.7How Did They Miss These!?
Focus Groups
The Web Site
Getting Ready for the Gold Master
Patches
Case Study 23.1A Tale of Two Projects
Team Dynamics
Case Study 23.2It’s All Gone Horribly Wrong!
Concept
Climate
Case Study 23.3Misjudging the Climate
Accessibility
Development
Software Planning
Case Study 23.4Oubliette
Coding
Testing
Business Aspects
Case Study 23.5Secure Your Revenue Stream
The Postmortem Postmortem
Development in Context
Future Development
Marketing
Case Study 24.1Marketing Means Targeting
Content
Case Study 24.2Development Without Strategy
Planning
Developers
Small Is Beautiful Too
Building the Team of the Future
Character
Motivation
Morale
New Directions in Development
The Holistic Approach
“Jurassic Park”Software
Immanent and Transcendent Worlds
The Shape of Things to Come?
Sample Game Design Documents
➤Detailed design discussions
Detailed Design Discussions
1.Balls! Introduction
2.Overview of Gameplay
3.Platforms
4.Time Scales
5.Why Puzzle Games Aren’t as Good as They Used to Be
6.Puzzle Game Appeal
7.Why Balls!Would Be Good
8.Game Design: User Interface Elements
9.Physics of Balls!
11.Special Case Block-Block Collisions
12.Playing the Game
13.Further Embellishments
Initial Treatments and Sample Designs
Racketeers: Gang Warfare in the Roaring Twenties
1.Overview
2.Game Objectives
3.Graphics
4.Playing a Game
5.Character Types
Gangsters
Non-Gang Members
6.Personality
7.Orders
8.Combat
9.The Game World
12.Tutorial Campaign
13.Target Platform
Postscript
Liberator
1.Introduction
2.Game Elements
3.How Does it Play?
Technical Specifications
Code Review Form
Test Scripts
Bibliography and References
Glossary
Index
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Game Architecture & Design

Game Architecture & Design

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Published by Jaq Penwell

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Published by: Jaq Penwell on Jul 08, 2011
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