The Craft and Science of Game Design: A Video Game Designer's Manual
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The Craft and Science of Game Design: A Video Game Designer's Manual goes into the nuts and bolts of video game development from the perspective of a veteran designer with more than 20 years of experience in the industry. It covers the psychology and biology of why people play games and goes in depth on the techniques and tricks professional game designers use to be successful in game development. If you are looking to make a career in video games, or are already in the industry, the insights and hard-earned lessons contained in this book are sure to be useful at all levels of the profession. Originally from Canada, Phil O'Connor has been making video games all over the world since 1997. Phil has worked at some of the industry's largest studios on some of the biggest projects, including Far Cry 3 and Rainbow Six Siege. With credits on nearly 20 games, Phil has shared in this book some of the less-known details of being a game designer in today's video game industry, along with a breakdown of some of the skills to help professional designers shine. Cover Half Title Title Page Copyright Page Dedication Contents Acknowledgements CHAPTER 1: An Introduction to Games INTRODUCTION DISCLAIMER BACKGROUND ON THE VIDEO GAME INDUSTRY THE AUDIENCE: THE PLAYER THE BIOLOGY OF GAMES THE CULTURAL ORIGINS OF GAMING STORYTELLING VISION QUESTS GAMES OF THE GODS CONCLUSION CHAPTER 2: Game Designer Specializations TECH DESIGNER CHARACTER DESIGNER INTERFACE DESIGNER MENU DESIGNER SYSTEM DESIGNER ARTIFICIAL INTELLIGENCE (AI) DESIGNER BOSSFIGHT DESIGNER COMBAT DESIGNER BALANCE DESIGNER ECONOMY DESIGNER USER EXPERIENCE DESIGNER LEVEL DESIGNER ENVIRONMENT DESIGNER STORY/NARRATIVE DESIGNER QUEST DESIGNER ENCOUNTER DESIGNER SCRIPTING DESIGNER PRODUCTION DESIGNER CREATIVE DIRECTOR DESIGN DIRECTOR PRINCIPAL DESIGNER DESIGN MANAGER CHAPTER 3: Game Design Leadership EFFECTIVE GAME DESIGN THE IMPORTANCE OF FEEDBACK THE IMPORTANCE OF OBJECTIVITY THE BUSINESS SIDE WORKING WITH OTHER DISCIPLINES Working with Programmers Working with Artists Working with Sound Designers Working with Production Working with Writers Working with Marketing Working with Other Designers CONCLUSION CHAPTER 4: The Role of Communication HIGH-LEVEL VISION AND PILLARS STAND-UPS MEETINGS EMAIL MESSAGE APPS FACE TO FACE COMMUNICATION INTEGRITY COMMUNICATING WITH THE OTHER DISCIPLINES Communicating with Production Teams Communicating with Art Teams Communicating with Tech Teams COMMUNICATING DESIGN TASKS Types of Design Tasks Draft Design Document First Pass Final Approved Version Feature Descriptions DESIGN COMMUNICATION THROUGH EACH STAGE OF DEVELOPMENT Preproduction Core Experience Project Scope Audience Technology Market Landscape Publishing Strategy Monetization Prototyping Production Alpha Beta CONCLUSION INDEX
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