{"product_id":"level-up-the-guide-to-great-video-game-design-isbn-9781394298761","title":"Level Up! The Guide to Great Video Game Design","description":"\u003cp\u003e\u003cb\u003eWant to design your own video games? Let expert Scott Rogers show you how!\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003eIf you want to design and build cutting-edge video games but aren't sure where to start, then the THIRD EDITION of the acclaimed \u003ci\u003eLevel Up!\u003c\/i\u003e is for you! Written by leading video game expert Scott Rogers, who has designed for the hits \u003ci\u003ePac-Man World, God of War, Maximo\u003c\/i\u003e and \u003ci\u003eSpongeBob SquarePants,\u003c\/i\u003e this updated edition provides clear and well-thought-out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. \u003c\/p\u003e\u003cp\u003e\u003ci\u003eLevel Up! 3rd Edition\u003c\/i\u003e has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game's pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects including: \u003c\/p\u003e\u003cul\u003e \u003cli\u003eDeveloping your game design from the spark of inspiration all the way to production\u003c\/li\u003e \u003cli\u003eLearning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged\u003c\/li\u003e \u003cli\u003eCreating games for console, mobile, and VR\/AR\/MR—including detailed rules for game play design and controls\u003c\/li\u003e \u003cli\u003eMonetizing your game from the design up\u003c\/li\u003e \u003cli\u003ePlay test your game to get the best feedback from your players\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003e\u003ci\u003eLevel Up! 3rd Edition\u003c\/i\u003e features all-new content, including two new chapters and even a brand-new chili recipe—making it the most indispensable guide for video game designers both “in the field” and the classroom. \u003c\/p\u003e\u003cp\u003eForeword xxiii\u003c\/p\u003e \u003cp\u003eIntroduction Press Start! xxv\u003c\/p\u003e \u003cp\u003eNo, You Can’t Have My Job xxviii\u003c\/p\u003e \u003cp\u003eWho is This Book For? xxx\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 1 Welcome N00bs! 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eA (Somewhat) Brief History of Video Games 4\u003c\/p\u003e \u003cp\u003eThe Brave New World of Gaming: Mobiles, Online Distribution and Touchscreens 9\u003c\/p\u003e \u003cp\u003eWhat’s the Difference Between AAA and Indy? 10\u003c\/p\u003e \u003cp\u003eGame Genres 11\u003c\/p\u003e \u003cp\u003eWho Makes This Stuff? 14\u003c\/p\u003e \u003cp\u003eProgrammer 15\u003c\/p\u003e \u003cp\u003eArtist 15\u003c\/p\u003e \u003cp\u003eDesigner 17\u003c\/p\u003e \u003cp\u003eProducer 17\u003c\/p\u003e \u003cp\u003eTester 18\u003c\/p\u003e \u003cp\u003eComposer 19\u003c\/p\u003e \u003cp\u003eSound Designer 21\u003c\/p\u003e \u003cp\u003eNarrative Designer\/Writer 22\u003c\/p\u003e \u003cp\u003eCommunity Manager 23\u003c\/p\u003e \u003cp\u003eHave You Thought About Publishing? 23\u003c\/p\u003e \u003cp\u003eProduct Manager 23\u003c\/p\u003e \u003cp\u003eCreative Manager 23\u003c\/p\u003e \u003cp\u003eArt Director 24\u003c\/p\u003e \u003cp\u003eTechnical Director 24\u003c\/p\u003e \u003cp\u003eMarketing Team 24\u003c\/p\u003e \u003cp\u003eAnd the Rest 25\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 2 Ideas 27\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIdeas: Where to Get Them and Where to Stick Them 27\u003c\/p\u003e \u003cp\u003eGetting Ahead of the Game 30\u003c\/p\u003e \u003cp\u003eWhat Do Gamers Want? 33\u003c\/p\u003e \u003cp\u003eBrainstorming 34\u003c\/p\u003e \u003cp\u003eBreaking Writer’s Block 37\u003c\/p\u003e \u003cp\u003eWhy I Hate “Fun” 38\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 3 Writing the Story 43\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eOnce Upon a Time 44\u003c\/p\u003e \u003cp\u003eNarrative Design 47\u003c\/p\u003e \u003cp\u003eAnything is Gameplay 50\u003c\/p\u003e \u003cp\u003eThe Triangle of Weirdness 51\u003c\/p\u003e \u003cp\u003eA Likely Story 53\u003c\/p\u003e \u003cp\u003eTime to Wrap It Up 56\u003c\/p\u003e \u003cp\u003eA Note About “Lore” 57\u003c\/p\u003e \u003cp\u003eA Game by Any Other Name 59\u003c\/p\u003e \u003cp\u003eCreating Characters Your Players Care About 61\u003c\/p\u003e \u003cp\u003eGames Are About Everyone 66\u003c\/p\u003e \u003cp\u003eA Few Pointers on Writing for Kids of All Ages 67\u003c\/p\u003e \u003cp\u003eWriting for Licenses 68\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 4 You Can Design a Game, but Can You Do the Paperwork? 71\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Game Design Document 73\u003c\/p\u003e \u003cp\u003eGame Design Document (again) 74\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 1: The One-Sheet 75\u003c\/p\u003e \u003cp\u003eESRB Ratings 77\u003c\/p\u003e \u003cp\u003eThe Core Loop 78\u003c\/p\u003e \u003cp\u003eUnique Selling Points 79\u003c\/p\u003e \u003cp\u003eCompetitive Products 79\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 2: The Ten-Pager 79\u003c\/p\u003e \u003cp\u003eThe Rule of Threes 81\u003c\/p\u003e \u003cp\u003eThe Ten-Pager Outline 81\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 3: The Beat Chart 88\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 4: The Game Design Document 90\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 4 1: Now, Unlearn What You Have Learned 91\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 5: Be Responsible 94\u003c\/p\u003e \u003cp\u003eWriting the GDD, Step 6 – Other Game Genres 96\u003c\/p\u003e \u003cp\u003eRole-Playing Games 96\u003c\/p\u003e \u003cp\u003eReal-Time Strategy Games 97\u003c\/p\u003e \u003cp\u003eFirst-Person Shooters 98\u003c\/p\u003e \u003cp\u003eBattle Royale 99\u003c\/p\u003e \u003cp\u003eMatch Three Games 100\u003c\/p\u003e \u003cp\u003eSports Games 101\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 5 The Three Cs, Part 1: Character 103\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eWho Do You Want to Be Today? 104\u003c\/p\u003e \u003cp\u003ePersonality: Do We Really Need Another Kratos? 105\u003c\/p\u003e \u003cp\u003eLet’s Get Personal 108\u003c\/p\u003e \u003cp\u003eUsing All the Parts 112\u003c\/p\u003e \u003cp\u003eGames Without Characters 113\u003c\/p\u003e \u003cp\u003eWe Are Not Alone 114\u003c\/p\u003e \u003cp\u003eWhen More Is More 117\u003c\/p\u003e \u003cp\u003eWho Are the People in Your Neighborhood? 119\u003c\/p\u003e \u003cp\u003eFinally, We Talk About Gameplay 121\u003c\/p\u003e \u003cp\u003eMetrics for Other Player Types 124\u003c\/p\u003e \u003cp\u003eWhy Walk When You Can Run? 124\u003c\/p\u003e \u003cp\u003eThe Art of Doing Nothing 128\u003c\/p\u003e \u003cp\u003eMight as Well Jump 129\u003c\/p\u003e \u003cp\u003eHoists and Teeters 133\u003c\/p\u003e \u003cp\u003eWhat Goes Up Must Fall Down 134\u003c\/p\u003e \u003cp\u003eMe and My Shadow 135\u003c\/p\u003e \u003cp\u003eThe Water’s Fine or Is It? 136\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 6 The Three Cs, Part 2: Camera 139\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eGet It Right: Camera Views 139\u003c\/p\u003e \u003cp\u003eFirst-Person Camera 144\u003c\/p\u003e \u003cp\u003eVirtual Reality 146\u003c\/p\u003e \u003cp\u003eThird Person Camera 147\u003c\/p\u003e \u003cp\u003eGiving Up Control 150\u003c\/p\u003e \u003cp\u003eSo, You’ve Decided to Let the Player Control the Camera 151\u003c\/p\u003e \u003cp\u003eSo, You’ve Decided Not to Let the Player Have Control over the Camera 152\u003c\/p\u003e \u003cp\u003eSo, You’ve Decided to Let Players Sometimes Have Control over the Camera 154\u003c\/p\u003e \u003cp\u003eTwo and a Half d 154\u003c\/p\u003e \u003cp\u003eIsometric Camera 154\u003c\/p\u003e \u003cp\u003eTop-Down Camera 156\u003c\/p\u003e \u003cp\u003eAR Cameras 157\u003c\/p\u003e \u003cp\u003eSpecial Case Cameras 157\u003c\/p\u003e \u003cp\u003eTunnel Vision 158\u003c\/p\u003e \u003cp\u003eCamera Shot Guide 158\u003c\/p\u003e \u003cp\u003eCamera Angle Guide 161\u003c\/p\u003e \u003cp\u003eCamera Movement Guide 162\u003c\/p\u003e \u003cp\u003eOther Camera Notes 165\u003c\/p\u003e \u003cp\u003eAlways Point the Camera to the Objective 166\u003c\/p\u003e \u003cp\u003eNever Let the Character Get out of the Camera’s Sight 166\u003c\/p\u003e \u003cp\u003eMultiple-Player Cameras 167\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 7 The Three Cs, Part 3: Controls 171\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eControl Is in Your Hand 172\u003c\/p\u003e \u003cp\u003eYou’ve Got the Touch 175\u003c\/p\u003e \u003cp\u003eDance, Monkey, Dance 177\u003c\/p\u003e \u003cp\u003ePoetry in motion 180\u003c\/p\u003e \u003cp\u003eAll the right moves 182\u003c\/p\u003e \u003cp\u003eCharacter or Camera Relative? 183\u003c\/p\u003e \u003cp\u003eShake, Rattle, and Roll 185\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 8 Sign Language: UI, HUD, and Icon Design 189\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow to Create UI 191\u003c\/p\u003e \u003cp\u003eHeads Up! 192\u003c\/p\u003e \u003cp\u003eHealth Bar 193\u003c\/p\u003e \u003cp\u003eTargeting Reticule 194\u003c\/p\u003e \u003cp\u003eAmmo Gauge 195\u003c\/p\u003e \u003cp\u003eInventory 196\u003c\/p\u003e \u003cp\u003eScore\/Experience 196\u003c\/p\u003e \u003cp\u003ePositive Messaging 197\u003c\/p\u003e \u003cp\u003eMoney\/Resources 198\u003c\/p\u003e \u003cp\u003eRadar\/Map 198\u003c\/p\u003e \u003cp\u003eContext-Sensitive Prompts 200\u003c\/p\u003e \u003cp\u003eTimer 201\u003c\/p\u003e \u003cp\u003ePlayer Name\/Portrait 201\u003c\/p\u003e \u003cp\u003eThe Clean Screen 202\u003c\/p\u003e \u003cp\u003eIconography 203\u003c\/p\u003e \u003cp\u003eCreating Icons for Mobile Games 206\u003c\/p\u003e \u003cp\u003eDon’t Get QTE 208\u003c\/p\u003e \u003cp\u003eHUDs and Where to Stick ‘Em 210\u003c\/p\u003e \u003cp\u003eThere Are Other Screens Than the HUD 211\u003c\/p\u003e \u003cp\u003eStarting with the Start Screen 211\u003c\/p\u003e \u003cp\u003eLet’s Pause (Screen) for a Moment 213\u003c\/p\u003e \u003cp\u003eLet Me Load (Screen) that For You 216\u003c\/p\u003e \u003cp\u003eGetting in Control 217\u003c\/p\u003e \u003cp\u003eWhat’s the Score? 218\u003c\/p\u003e \u003cp\u003eThe Rest of the Stuff 219\u003c\/p\u003e \u003cp\u003eA Final Word on Fonts 219\u003c\/p\u003e \u003cp\u003eGame Over 220\u003c\/p\u003e \u003cp\u003eWrapping it up 221\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 9 Everything I Learned About Level Design, I Learned from Level 9 223\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Top 10 Cliché Video Game Themes 226\u003c\/p\u003e \u003cp\u003eThe Name Game 232\u003c\/p\u003e \u003cp\u003eEverything I Learned About Level Design, I Learned from Disneyland 234\u003c\/p\u003e \u003cp\u003eMapping the World 235\u003c\/p\u003e \u003cp\u003eForeshadowing 236\u003c\/p\u003e \u003cp\u003eGoal Setting 237\u003c\/p\u003e \u003cp\u003eFollowing Procedure 239\u003c\/p\u003e \u003cp\u003eYou’ve Got the Beat 240\u003c\/p\u003e \u003cp\u003eRe-using Re-use 243\u003c\/p\u003e \u003cp\u003eThe Gary Gygax Memorial Mapping Section 243\u003c\/p\u003e \u003cp\u003eSandbox Play 246\u003c\/p\u003e \u003cp\u003eIllusional Narrative 249\u003c\/p\u003e \u003cp\u003eThe Dave Arneson Memorial Mapping Section 250\u003c\/p\u003e \u003cp\u003eWrapping Up Mapping 261\u003c\/p\u003e \u003cp\u003eGray Matters 264\u003c\/p\u003e \u003cp\u003eLet’s Get Fighty 266\u003c\/p\u003e \u003cp\u003eLeave the Training Level for Last 266\u003c\/p\u003e \u003cp\u003eLevels without Characters 267\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 10 The Elements of Combat 269\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e400 Quatloos on the Newcomer! 271\u003c\/p\u003e \u003cp\u003ePut ‘Em Up! 274\u003c\/p\u003e \u003cp\u003eAnd a One and a Two 278\u003c\/p\u003e \u003cp\u003eThe Big Finish 280\u003c\/p\u003e \u003cp\u003eLive by the Sword 282\u003c\/p\u003e \u003cp\u003eNow You Have to Kiss Me 285\u003c\/p\u003e \u003cp\u003eLet’s Get Defensive 285\u003c\/p\u003e \u003cp\u003eDodging the Bullet 288\u003c\/p\u003e \u003cp\u003eOn Guarding 289\u003c\/p\u003e \u003cp\u003eWatch Out! 289\u003c\/p\u003e \u003cp\u003eState of the Art Bang Bang 293\u003c\/p\u003e \u003cp\u003eThe Best Gun for You 298\u003c\/p\u003e \u003cp\u003eRun and Gun 302\u003c\/p\u003e \u003cp\u003eNot Just Shooting 305\u003c\/p\u003e \u003cp\u003eDang it, Jones! Where Doesn’t It Hurt? 309\u003c\/p\u003e \u003cp\u003eDeath: What Is It Good For? 311\u003c\/p\u003e \u003cp\u003eConflict Without Combat 313\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 11 They All Want You Dead 317\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSizing Up the Enemy 319\u003c\/p\u003e \u003cp\u003eBad Behavior 320\u003c\/p\u003e \u003cp\u003eHow Rapid is Rapid? 324\u003c\/p\u003e \u003cp\u003eMovement Style 327\u003c\/p\u003e \u003cp\u003eBring on the Bad Guys 329\u003c\/p\u003e \u003cp\u003eI Love Designing Enemies 338\u003c\/p\u003e \u003cp\u003eI Hate You to Pieces 340\u003c\/p\u003e \u003cp\u003eNon-Enemy Enemies 342\u003c\/p\u003e \u003cp\u003eHow to Create the World’s Greatest Boss Battle 343\u003c\/p\u003e \u003cp\u003eWho’s the Boss? 344\u003c\/p\u003e \u003cp\u003eSize Matters 346\u003c\/p\u003e \u003cp\u003eLocation, Location, Location 350\u003c\/p\u003e \u003cp\u003eWhy Not to Create the World’s Greatest Boss Battle 352\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 12 The Nuts and Bolts of Mechanics 355\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Mechanics of Mechanics 355\u003c\/p\u003e \u003cp\u003eOther Types of Mechanics 359\u003c\/p\u003e \u003cp\u003eMatch Three Mechanics 359\u003c\/p\u003e \u003cp\u003eRacing Game Mechanics 361\u003c\/p\u003e \u003cp\u003eHoly Death Trap! 362\u003c\/p\u003e \u003cp\u003eWhat I Learned from Making Kids Cry 365\u003c\/p\u003e \u003cp\u003eTime to Die 366\u003c\/p\u003e \u003cp\u003eThe Music of Mechanics 369\u003c\/p\u003e \u003cp\u003eChip Off the Old Block 372\u003c\/p\u003e \u003cp\u003eA Nice Little Calm Spot 375\u003c\/p\u003e \u003cp\u003eRiddle Me This 376\u003c\/p\u003e \u003cp\u003ePuzzle Me That 380\u003c\/p\u003e \u003cp\u003eMinigames and Microgames 382\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 13 Now You’re Playing with Power 385\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePowering Up 385\u003c\/p\u003e \u003cp\u003e“Love Thy Player” 392\u003c\/p\u003e \u003cp\u003eSeriously “Love Thy Player” 394\u003c\/p\u003e \u003cp\u003eMore Wealth Than You Can Imagine! 395\u003c\/p\u003e \u003cp\u003eHigh Score 398\u003c\/p\u003e \u003cp\u003eAchievements 399\u003c\/p\u003e \u003cp\u003eMoney! Money! Money! 400\u003c\/p\u003e \u003cp\u003eSouvenirs 403\u003c\/p\u003e \u003cp\u003eBonus Section about Bonus Features 404\u003c\/p\u003e \u003cp\u003eHow to Win at Losing 407\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 14 Multiplayer—The More the Merrier 411\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow Many Is the Right Number? 416\u003c\/p\u003e \u003cp\u003eMMORPGS, or Hell Is Other People 417\u003c\/p\u003e \u003cp\u003eDesigning Multiplayer Levels 422\u003c\/p\u003e \u003cp\u003ePlanning Your Level 422\u003c\/p\u003e \u003cp\u003eMapping Your Level 423\u003c\/p\u003e \u003cp\u003eBuilding Your Level 424\u003c\/p\u003e \u003cp\u003eThe Dirty Half Dozen 424\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 15 Reality Check: VR, AR, XR, and Beyond 427\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eDesigning for VR 431\u003c\/p\u003e \u003cp\u003ePractically Unreal 433\u003c\/p\u003e \u003cp\u003eThe Many Worlds of Virtual Reality 435\u003c\/p\u003e \u003cp\u003eReal Life, but Better 437\u003c\/p\u003e \u003cp\u003eAugment This 439\u003c\/p\u003e \u003cp\u003eThe X Factor 440\u003c\/p\u003e \u003cp\u003eReality Is the Best Virtual World 441\u003c\/p\u003e \u003cp\u003eThe Happiest Places on Earth 442\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 16 Everybody Wins: Monetization and Marketing 445\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBack to Business 448\u003c\/p\u003e \u003cp\u003eCashing In 449\u003c\/p\u003e \u003cp\u003eMoney Is the Root of Something Something 451\u003c\/p\u003e \u003cp\u003eDesigning It In 455\u003c\/p\u003e \u003cp\u003eMarketing: A Million Voices Yelling “Look at Me” 458\u003c\/p\u003e \u003cp\u003eCatch and Release 459\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 17 Some Notes on Music 463\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePitch Perfect Design 464\u003c\/p\u003e \u003cp\u003eI Know It When I Hear It 465\u003c\/p\u003e \u003cp\u003eMusic with Style 466\u003c\/p\u003e \u003cp\u003eAnd the Beat Goes On 467\u003c\/p\u003e \u003cp\u003eSounds Like a Game to Me 470\u003c\/p\u003e \u003cp\u003eOrchestrating it all 474\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 18 No One’s Going to Watch Them Anyway 477\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eA Cut Above 478\u003c\/p\u003e \u003cp\u003eHow to Write a Screenplay in Eight Easy Steps 480\u003c\/p\u003e \u003cp\u003eFinding Your Voice 483\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 19 The Play’s the Thing 487\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThinking in Systems 487\u003c\/p\u003e \u003cp\u003eA Delicate Balancing Act 492\u003c\/p\u003e \u003cp\u003eEmergence, Eschmergence 493\u003c\/p\u003e \u003cp\u003eUp to the Test 494\u003c\/p\u003e \u003cp\u003ePlay’s the Thing 495\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 20 And Now the Hard Part 499\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Pitch 499\u003c\/p\u003e \u003cp\u003eNo One Cares About Your Stupid Little World 502\u003c\/p\u003e \u003cp\u003eWho’s Paying? 505\u003c\/p\u003e \u003cp\u003eVideo Games Is a Haaaard Business 507\u003c\/p\u003e \u003cp\u003eWhen Reality Gets in the Way 507\u003c\/p\u003e \u003cp\u003eVertical or Horizontal? 510\u003c\/p\u003e \u003cp\u003eExpectations of the Game Designer Position 513\u003c\/p\u003e \u003cp\u003eWhat to Do for an Encore? 514\u003c\/p\u003e \u003cp\u003e\u003cb\u003eLevel 21 Continue? 517\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBonus Level 1 The One-Sheet Sample 519\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBonus Level 2 The Ten-Page Design Document Sample 523\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePage 1: Title Page 524\u003c\/p\u003e \u003cp\u003ePage 2: Story and Gameplay 525\u003c\/p\u003e \u003cp\u003ePage 3: Character(s) and Controls 526\u003c\/p\u003e \u003cp\u003ePage 4: Gameplay Overview 527\u003c\/p\u003e \u003cp\u003ePage 5: Gameplay Overview (continued) 528\u003c\/p\u003e \u003cp\u003ePage 6: Gameplay Experience 529\u003c\/p\u003e \u003cp\u003ePage 7: Mechanics and Modes 530\u003c\/p\u003e \u003cp\u003ePage 8: Enemies and Bosses (If Applicable) 531\u003c\/p\u003e \u003cp\u003ePage 9: Expandability and Replay 532\u003c\/p\u003e \u003cp\u003ePage 10: Monetization 533\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBonus Level 3 Game Design Document Template 535\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eCover 536\u003c\/p\u003e \u003cp\u003eYour Game’s Title 536\u003c\/p\u003e \u003cp\u003eGDD Outline 537\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBonus Level 4 High-Concept Pitch Presentation 543\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSlide 1: Title Page 543\u003c\/p\u003e \u003cp\u003eSlide 2: Company Profile 544\u003c\/p\u003e \u003cp\u003eSlide 3: Target Specs 545\u003c\/p\u003e \u003cp\u003eSlide 4: Game Story 545\u003c\/p\u003e \u003cp\u003eSlide 5: Game Features 546\u003c\/p\u003e \u003cp\u003eSlide 6: Gameplay Summary 547\u003c\/p\u003e \u003cp\u003eSlide 7: Gameplay Details 548\u003c\/p\u003e \u003cp\u003eSlide 8: Monetization and Download Strategy 549\u003c\/p\u003e \u003cp\u003eSlide 9: Production Specs 549\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBonus Level 5 Playtest Questionnaire 551\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eBonus Level 6 Achievement Unlocked: Exactly Like Making Chili 553\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eIndex 555\u003c\/p\u003e  \u003cp\u003e\u003cb\u003eTHE GUIDE TO GREAT VIDEO GAME DESIGN\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003eWant to learn how to design cutting edge video games? Need advice on how to improve your current game design? Then get ready to \u003ci\u003eLevel Up!\u003c\/i\u003e \u003c\/p\u003e\u003cp\u003e\u003cb\u003eScott Rogers\u003c\/b\u003e, the video game designer behind hits such as \u003ci\u003ePac-Man World, God of War\u003csup\u003e™\u003c\/sup\u003e, the Maximo Series\u003c\/i\u003e and \u003ci\u003eSpongeBob SquarePants,\u003c\/i\u003e shares his years of knowledge and experience with you on how to make video games great. Learn how to: \u003c\/p\u003e\u003cul\u003e\n\u003cli\u003e\u003cb\u003eDesign what gamers want\u003c\/b\u003e\u003c\/li\u003e \u003cli\u003eWrite compelling narrative and lore\u003c\/li\u003e \u003cli\u003eBuild game levels that tell stories and challenge players\u003c\/li\u003e \u003cli\u003eStructure your game design documents for success\u003c\/li\u003e \u003cli\u003ePitch your game like the professionals\u003c\/li\u003e \u003cli\u003eCreate an effective marketing plan\u003c\/li\u003e\n\u003c\/ul\u003e \u003cp\u003e\u003ci\u003e\u003cb\u003eLevel Up! 3rd Edition\u003c\/b\u003e\u003c\/i\u003e has been written with all levels of game designers in mind. Over 400 drawings illustrate game design concepts and common pitfalls, making \u003ci\u003eLevel Up!\u003c\/i\u003e an indispensable guide for video game designers both ‘in the field’ and in the classroom. \u003c\/p\u003e\u003cp\u003eSo what are you waiting for? Grab this book and prepare to \u003ci\u003eLevel Up!\u003c\/i\u003e\u003c\/p\u003e","brand":"Wiley","offers":[{"title":"Default Title","offer_id":47989525807333,"sku":"NP9781394298761","price":50.0,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781394298761.jpg?v=1761784463","url":"https:\/\/k12savings.com\/products\/level-up-the-guide-to-great-video-game-design-isbn-9781394298761","provider":"K12savings","version":"1.0","type":"link"}