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We deserve better villains : a video game design survival guide / by Jai Kristjan.

Ebook Central Academic Complete Available online

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Format:
Book
Author/Creator:
Kristjan, Jai, author
Language:
English
Subjects (All):
Computer games--Design.
Computer games.
Computer games--Programming.
Video games--Design.
Video games.
Physical Description:
1 online resource (237 pages)
Edition:
1st ed.
Distribution:
London : Bloomsbury Publishing (UK), 2023.
Place of Publication:
Boca Raton : CRC Press, 2019.
System Details:
text file HTML
Summary:
"We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development cycle what key concepts need to be on a designers mind and how they can work to improve themselves every step of the way. To help visualize the journey the chapters start with a section centered on the reader as a hero character in a fictitious adventure video game that faces the trials and tribulations of the development cycle to completing the game. We all deserve better games better heroes and villains which starts with learning what it takes to survive in the game development system as a videogame designer."
Contents:
Cover
Half Title
Title Page
Copyright Page
Dedication
Contents
Preface
Chapter 1: Preparation
The Game Begins: Preparation
Preparation Definition
Preparation: The Quest
Preparation: Your Crew
Preparation: Your Environment
Chapter 2: Blue Sky
Level 2: Blue Sky
Blue Sky Definition
Blue Sky: Core Idea
Blue Sky: Research
Blue Sky: Shoot for the Moon
Blue Sky: Ideas Are Yours or Theirs
Blue Sky: Break It Down, Break It Down, Break It Down
Blue Sky: Theory vs. Practical
Blue Sky: Vision
Blue Sky: Don't Be at Home for Fear
Blue Sky: Choose a Color Scheme
Blue Sky: Possibilities and Solutions
Blue Sky: Replay-ability
Blue Sky: To Story or Not to Story
Blue Sky: Target Audience
Blue Sky: Design Is Not Just in Games-Look Outside
Chapter 3: Pre-Production
Level 3: Pre-Production
Pre-Production Definition
Pre-Production: Duration
Pre-Production: Design Document
Pre-Production: Grand Design Document vs. Micro Design Docs
Pre-Production: Write for Your Audience
Pre-Production: Prototype or Suffer
Pre-Production: Backstory
Pre-Production: Evoking Emotions
Pre-Production: Three Levels of Complexity
Pre-Production: Innovation vs. Boilerplate
Pre-Production: Make a Model
Pre-Production: Micro Adventures
Pre-Production: Lights, Camera, Camera
Pre-Production: Tools-Look to the Future
Pre-Production: Audio Design
Pre-Production: Monetization
Pre-Production: Platform or Platforms
Pre-Production: Communicate Early
Pre-Production: Character Growth
Pre-Production: Controls
Pre-Production: Diversity
Pre-Production: Localization
Pre-Production: Falling Down the Rabbit Hole
Chapter 4: Production
Level 4: Production
Production Definition
Production: Evaluate Each Milestone
Production: Ctrl-X.
Production: Communication Catch-Up
Production: Maintaining the Balance
Production: Your Time Is Precious
Production: Make Villains Vibrant
Production: Build Parts to Combine
Production: Test Your Stuff
Production: Incentives
Production: Peaks and Valleys
Production: Visual Storytelling
Production: You Are Not Your Mistakes
Production: Spiderweb of Features
Production: Risk vs. Reward
Production: Tune It
Production: Difficulty
Production: Level Design
Production: What Are You Doing Right Now?
Production: Goal Setting
Production: Artificial Intelligence
Production: Final Feature
Production: The Power Is Not in Design
Production: Ready, Steady, Go!
Production: All Hail Chaos
Production: Keep It Stable
Production: Friends Make Life Better
Chapter 5: Alpha
Level 5: Alpha
Alpha Definition
Alpha: Bugs
Alpha: 125%
Alpha: Importance of 100% Fix Rate
Alpha: The Art of Bug Balance
Alpha: Test the Game!
Alpha: Ask for Help
Alpha: Marathoner vs. Sprinter
Alpha: Help Others
Alpha: Overtime Madness
Alpha: The Sacred Art of the Pivot
Alpha: Love QA, Don't Hate Them
Alpha: Oh, It's New, We Should Do That
Alpha: Updating Design Rather than Getting the Game Done
Alpha: Build a Following
Alpha: Demos, aka Pure Evil
Alpha: Get It Out Early
Alpha: Remember You in All of This
Chapter 6: Beta
Level 6: Beta
Beta Definition
Beta: Johnny or Janie on the Spot
Beta: Check Every Bug Yourself
Beta: Know Your Game
Beta: Monotony
Beta: Play Your Game
Beta: Play Where the Player Plays
Beta: Herding Cats
Beta: Relax-It's in Everyone's Best Interest
Beta: Prepare Yourself for Interviews
Beta: Love QA Even More
Chapter 7: Final
Level 7: Final
Final Definition
Final: Chart Your Shipped Bugs.
Final: Give Up on Praise
Final: Dust Off Your Blue Sky Notes
Final: Do a Postmortem
Final: Celebrate Your Victories
Chapter 8: Post-Release
Level 8: Post-Release
Post-Release Definition
Post-Release: It's Alive, Kill It Now!
Post-Release: Patch Plan-Have One
Post-Release: Visit Your Product in the Stores
Post-Release: Review Scores and Bottom Line
Post-Release: Put It on the Wall
Post-Release: Nothing to Do Is a State of Mind
Post-Release: Be Working on Something Already
Post-Release: What Happens When You Win
Chapter 9: Live
Level 9: Live
Live Definition
Live: You Fight for the Users
Live: Live Will School You
Live: Fix the Boat Before Making a New One
Live: From Trolls to Heroes
Live: A/B/C/D … Q Testing
Live: DLC for You and Me
Live: Workflow Waves
Chapter 10: Miscellaneous
Level 0: Miscellaneous
Miscellaneous or Everything Else
Miscellaneous: The Written Word
Miscellaneous: The Powerless Um
Miscellaneous: Presentation Preparation
Miscellaneous: Art of the Presentation
Miscellaneous: Storytelling
Miscellaneous: Silent but Deadly
Miscellaneous: Interface Design
Miscellaneous: Systems Designers
Miscellaneous: Content Designers
Miscellaneous: Level Designers
Miscellaneous: Audio Designers
Miscellaneous: See-Mores
Miscellaneous: 30-Day Design Challenge
Conclusion
Index.
ISBN:
9780429196553
0429196555
9780429591747
0429591748
OCLC:
1289820974

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