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Design and build cutting-edge video games with help from video game expert Scott Rogers!If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experienceCovers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and moreOffers techniques for creating non-human characters and using the camera as a characterShares helpful insight on the business of design and how to create design documentsSo, put your game face on and start creating memorable, creative, and unique video games with this book!
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Product details
Paperback: 514 pages
Publisher: Wiley; 1 edition (July 6, 2010)
Language: English
ISBN-10: 9780470688670
ISBN-13: 978-0470688670
ASIN: 047068867X
Product Dimensions:
7.4 x 1.1 x 9.2 inches
Shipping Weight: 2.1 pounds (View shipping rates and policies)
Average Customer Review:
4.6 out of 5 stars
162 customer reviews
Amazon Best Sellers Rank:
#949,573 in Books (See Top 100 in Books)
If you are serious about making fun and successful videogames you will buy, read, and learn from this book. Whether you're just starting out or a seasoned professional, putting the information from Level UP! into practice will make your games better.How do I know? Not only have I read the book, I was also Scott's boss at THQ from 2009-2010 when I worked there as Director of Creative Management. I was PAID to write his job reviews then, now I'm offering this review to you gratis.THE AUTHORScott was our department's heavy hitter when it came to nuts and bolts game design. He was a lifelong gamer (pen and paper as well as video game) who had been in the business from the early days. He'd seen and played it all, but more importantly he studied it. He had a detailed understanding of the underlying mechanics, psychology, and technical aspects of game design.(While I still haven't forgiven him for making Maximo (Capcom) too difficult early in his career) Scott was the go-to guy in the company for making good games better and "troubled" games shippable.He also put together a little booklet on game design basics that got passed around the office and among some of the developers who we worked with. It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should already know." It's been my experience that most people working professionally in business don't know, or simply ignore this stuff and this is why a large number of the commercially released games fall short of reaching their potential.Level UP! was created when Scott finally decided to "put on his daddy pants" (his words, not mine) and turn his booklet into a full-fledged book for the masses. I'm glad he did.THE BOOKThe book opens with an overview of video game history and a general description of who does what on a development and publishing team. It's good for beginners; seasoned pros can skip to chapter two. Here, Scott discusses how to start with an idea and build it into a concept. Chapter three is about the story of the game, or what the game is about. Here Scott introduces his concept of "The Triangle of Weirdness." Ignore it at your own peril.Chapter four is about writing the Game Design Document (a thankless task). It is full of helpful information including Scott's "Beat Chart" - a tool for developing and mapping the structure of your game.By Chapter Five, Scott begins disclosing the things you only learn from years of experience in the business; things about Characters, Cameras and Controls. Next is walking, jumping, climbing and all other manners of character motion in games. One of my favorite Scott quotes that made it into the book is "Walking isn't Gameplay." It's right here on page 96.The rest of the book delves ever deeper into all types of design and execution topics. It's peppered with Scott's illustrations which are included to clarify and entertain. You may, or may not, care for their style but you'll find them simply rendered and easy to understand.The book is full of great information as well as being organized and laid out well, which makes it an ideal reference work for real-world game designers. Crucial information is clearly called out and easy to find. Each chapter ends with a synopsis of its "Universal Truths and Clever Ideas" and the table of contents and index were obviously created with care to make finding what you're looking for a breeze.I was the first person to pre-order this book on Amazon. I bought it and paid full price rather than asking Scott to get me a complimentary copy because I believed the information in it would be valuable to me and my career. It has been.If you're serious about a career in this business of video games you owe it to yourself to do as I've done. Buy Level UP!, read it cover to cover and go back to it often in your times of need - and believe me there will be many times of need if you work in this business.Laddie ErvinScott's former bossand video game industry professional
For me, the strongest aspect of this book is the information on creating design documents. The rest of the stuff is good, especially if you want to know how things are done in a large game design company. It's easy to read. I would almost call it casual reading. But the info on design documents in the appendix makes this book worth the money I spent on it.
This book energizes and lifts spirits and determination to build good games.It is not a 'how to guide' , but more of an insight on what makes video games appeasing.So, in order for player to get from A to B it would be marvelous to run, jump, fly, shoot, float, combat and slow-mo kill.Make sense?
An absolutely wonderful book on game design. If you've read the book "Making Comics" by Scott McCloud, you'll feel right at home reading this one.It really is just excellent. It's kind of funny to see how many suggestions in the book aren't adhered to by some developers.Good starting point for people new to game design and a great guide to looking at games differently for reviewers.
As an inspiring indie developer, I've been scouring for more academic styled information regarding the psychology and implementations of game design. There's a lot of theory books out there and Level Up! isn't one of them. Instead Level Up! is just Scott Rogers explaining all the basics he's learned about game design in his nonchalant, witty attitude, making it a pleasure to read. His information never fails to be succinct and on point, directly relating to the subject matters at hand and (thankfully) getting the GDD details out of the way before launching into specifics.I have no wishes for this book to be anything other than what it is; I've learned quite a bit and highlighted several sections knowing I will go back to gain a bit of insight. That said, his thoughts run the gambit more like a mentor providing tips than a guideline of sorts. Rogers will comb over certain topics in logical order and add his two cents to their existence rather than launch into a dissertation on the subjects - needless to say his commentary proves just as useful as any dissertation would be.I would certainly recommend this to anyone interested in game design, or working in games, but also would love to recommend this to gamers keen on learning a bit more about the ideas that tick behind their favorite subject.
This book is very informative and a surprisingly fun read, a useful guide for professional or future game designers. It is over 500 pages covering a variety of topics of including: history, game genres, level design, story telling, controls, beat charts and pitches to name a few. There are several thorough lists breaking down all the types of: enemies, mechanisms, hazards, weapons, power ups, puzzles, themes, locations and more. Throughout the book he gives first-hand knowledge of his experiences and learnings, and references various examples of games to communicate the message. (Now I have a much longer list of games I want to play). With personal stories, humor and simple illustrations it remains fun to read to the last page.
this book is a light read and offers a good overview on the entirety of the game design process.it helped me grasp the overwhelming task of creating a game, and by laying things on the table in a plain and orderly fashion made the endeavor seem a little less intimidating.It is a very practicle book and offers some very useful "hands on" tips.that being said it is built around designing a platformer and while it offers tips that are applicable for other genres, it is relatively thin on game design theory.So. great book for starters - less so for more experienced game designers and enthusiasts wanting to hone and deepen their skill as game creators, and experience fabricators.
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