Johnson | Developing Creative Content for Games | Buch | 978-0-367-13788-5 | sack.de

Buch, Englisch, 314 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 767 g

Johnson

Developing Creative Content for Games

Buch, Englisch, 314 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 767 g

ISBN: 978-0-367-13788-5
Verlag: CRC Press


This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works.



Key Features

- Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards

- Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills

- Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses

- Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task

- Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications
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Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


Weitere Infos & Material


Foreword. Introduction. Beginning the Process. Game Concept. Game Design. Game Mechanics. Gameplay. Story. Setting. Characters. Enemies and Monsters. Adventure. Challenges. Rewards. End Game. Optional Elements. Publishing. Conclusion. Glossary. Appendix: Worksheet.


Greg Johnson has been a Professor at the Savannah College of Art and Design since 1996 after time as a graphic designer and an artist involved in television production. He received his MFA in Computer Arts from the Savannah College of Art and Design and his BA in Fine Arts from Louisiana State University in Shreveport. In addition to being a Professor, he also worked as a 3D Lead for Ascent Games and does freelance illustration work. Johnson has taught over fifty different courses in hundreds of classes in his eighteen plus years of teaching at the college level. His courses have included 3D sculpting, modeling, texturing, painting, animation, rigging, effects, programming, game design and development in the subject areas of computer art, game development, interactive design, and visual effects. He founded the Game Development department at SCAD and has developed courses for the Game Development, Computer Arts, Visual Effects, and Scientific Illustration areas of study at SCAD. For the last seven years he has been teaching an introduction to digital sculpture class using ZBrush.


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