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Game Design: From Blue Sky to Green Light

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Availability: In Stock.
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Arrives Tuesday, Nov 26
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Description

This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming phase, character development and story wrap, creation of content and context outlines, flowcharting game play, and creating design documents. Special fe Read more

Publisher ‏ : ‎ A K Peters/CRC Press; 1st edition (February 23, 2007)


Publication date ‏ : ‎ February 23, 2007


Language ‏ : ‎ English


File size ‏ : ‎ 21963 KB


Simultaneous device usage ‏ : ‎ Up to 4 simultaneous devices, per publisher limits


Text-to-Speech ‏ : ‎ Enabled


Enhanced typesetting ‏ : ‎ Enabled


X-Ray ‏ : ‎ Not Enabled


Word Wise ‏ : ‎ Not Enabled


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If you place your order now, the estimated arrival date for this product is: Tuesday, Nov 26

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Top Amazon Reviews


  • Behind the Scenes in the Game Industry
This book won't teach you how to design games, but what it will do - and what it does very well - is to give you an insight into what the Games Industry is really like. The lifestyle, terminology, how it works, how it's changing with the sudden mainstreamification (yeah, I know that's not a real word!) of Games. By various measures, the Games Industry has or will soon overtake the Film and TV Industry in terms of turnover. And yet, the infrastructure, the job descriptions, the career paths - all of these are just evolving. Issues like the increasing age of the average gamer (around 28) and the impact that's having on games design are discussed by a wide variety of experienced Industry veterans. Appendices include real-world examples of flowcharts, storyboards, case treatments, status reports and other everyday documents that will really help a newcomer to the Industry not feel completely clueless on Day One in the office. For all they teach you in a Games Development course at college, this is the kind of practical information that is often overlooked. I would highly recommend this book to anyone considering entering the Games Industry. It will give you a really good insight into what it's like to work in this crazy, rapidly growing field. And then, when you hit your first 'crunch' time and end up working 18 hour days and sleeping under your desk - you can't say no-one warned you ;) ... show more
Reviewed in the United States on March 17, 2008 by Katrina Black

  • Deb's the Best!
Deb Todd has been a leading force in game design for 15 years (or so) and this book echoes her profound knowledge of it. The recent explosion in interest in game design has brought many parvenues to the field. This book is the opposite: solid advice from a proven expert. She also interviews many key people whose advice is valid and worthwhile. ... show more
Reviewed in the United States on June 8, 2007 by Susan Maunders Olson

  • Good book, lots of interviews.
The book covers all of the process of game designing with lots and lots of interviews from real developers. In the first half of the book I liked this scheme a lot. It gave me plenty ideas to implement in my own game dev studio (AmnesiaGames.cl). But the second half got boring, too many interviews, I was hoping more from the author. Don't get me wrong, it is still a very good book. I'm looking at it in the side of my laptop right now; all bent, with lots of color post-its marking interesting ideas. Sometimes I take it again and search for inspiration one more time; like now. That's the beaty of real books, you cannot really sketch an idea on a tablet. ... show more
Reviewed in the United States on June 24, 2013 by Alejandro Woywood W

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