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[S548.Ebook] Free PDF Level Up!: The Guide to Great Video Game Design, by Scott Rogers

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Level Up!: The Guide to Great Video Game Design, by Scott Rogers

Level Up!: The Guide to Great Video Game Design, by Scott Rogers



Level Up!: The Guide to Great Video Game Design, by Scott Rogers

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Level Up!: The Guide to Great Video Game Design, by Scott Rogers

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 experience
  • Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more
  • Offers techniques for creating non-human characters and using the camera as a character
  • Shares helpful insight on the business of design and how to create design documents

So, put your game face on and start creating memorable, creative, and unique video games with this book!

  • Sales Rank: #392045 in Books
  • Published on: 2010-07-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.22" h x 1.06" w x 7.40" l, 1.98 pounds
  • Binding: Paperback
  • 514 pages

Amazon.com Review
Want to design and build cutting edge video games?  Not sure where to start?  Or just want to tweak the projects you're already working on?
Then this is the book for you!

Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants.  This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know about designing great video games.

Level Up! has been written with all levels of game designers in mind.  From beginner level through to the more experienced game designer.

It covers the entire video game creation process, allowing you to learn:

  • How to develop marketable ideas
  • What perils and pitfalls await them during a game's pre-production, production and post-production stages
  • Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics

All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.

Other topics covered:

  • Understanding what gamers want
  • Compelling character design
  • Working with player actions
  • Techniques for non-human characters
  • Camera techniques - the camera as a character
  • Designing UI and HUD
  • Use level design to tell game's story
  • What game designers can learn from theme parks
  • Combat, puzzles and game mechanics
  • Fun and UNFUN
  • How to make the world's greatest Boss battle (and why not to do it)

and tons more - including the business of design, creating design documents, the pitch and more.  The book also contains templates to create your own pitch and design documents.

Tips for Creating Virtual Easter Eggs
Amazon-exclsuive content from the author

Spring is here! The sun is shining, the flowers are blooming and the bunnies are doing what they do best… hiding Easter eggs. Video game designers hide Easter eggs too, but not the kind of Easter egg that you smell in September if you don’t find it in April. In fact, in video games, the term Easter egg has less to do with the egg itself, and more to do with it being surprises hidden within a video game for the player to find - like a virtual Easter egg hunt. The first Easter egg appeared in Adventure (Atari, 1979) when programmer Warren Robinett hid his in-game credit behind a secret wall. This kicked off a tradition of developers putting themselves (and loved ones) into their games. Can you find the developers in Doom II, Maximo: Ghost to Glory, Saints Row 2 and Drawn to Life? (I’ll wait.) Easter egg cameos aren’t limited to real people. Players can discover Yoshi in Mario 64 (Nintendo, 1996), battle Reptile in Mortal Kombat (Midway, 1992) or play as Cloud Strife in Final Fantasy Tactics. (Square, 1997)

Easter eggs come in all shapes and sizes - from hidden images, music tracks and secret encoded messages to full blown additional game experiences. Blizzard, for example, has a fine tradition of Easter eggs in their games. Diablo 2 features an entire level filled with killer cows while World of Warcraft treated their subscribers to a literal Easter egg hunt for eggs filled with virtual candy and costumes. The Metal Gear series is infamous for its Easter eggs including ones where you can shoot Nintendo’s mascot Mario, battle zombies and spy on scantily clad women.

Not all Easter eggs are filled with delicious candy; a few rotten eggs have spoiled the basket. The most infamous Easter egg is “hot coffee” a sex themed mini-game in Grand Theft Auto: San Andreas. (Rockstar, 2004) The mini-game was “remmed out” by the game’s developer before release but was accessible by hacking the game’s code. Despite the fact that the average consumer could not access the mini-game, its discovery caused the ESRB to change the game’s rating to an AO - the gaming industry’s equivalent to an X rating. Retailers refused to carry the game, all copies were pulled from store shelves and the entire stock of the game with the hot coffee code removed had to be reprinted. Here’s a few more tips what to do (and what not to do) when creating Easter Eggs for your game:

1) Use common sense
Don’t create your Easter egg from pornographic or copywritten material. A programmer was fired because of a mature themed Easter egg added in SimCopter (Maxis, 1996) and an entire print run of Tiger Wood 99 PGA Golf Tour (EA, 1999) was recalled because it housed an unauthorized episode of the cartoon South Park. Instead, think about what your audience would want to find. Will what they find be worthwhile to player? There’s nothing sadder than an Easter egg that isn’t filled with candy.

2) Foreshadow
Participants on a real Easter egg hunt know they are looking for eggs - your player should too. Drop clues throughout your game levels to let the player know there are things to find. Use hidden messages, character dialogue or world geometry to let the player know there is something to look for. The aforementioned cow combat level in Diablo 2 started as a series of running jokes in Diablo and Starcraft. Players were expecting a cow level even before it came out. Reverse psychology works well too - a sign in Grand Theft Auto: San Andreas reads “There are no Easter Eggs here” even though there are several Easter eggs hidden throughout the game.

3) Hide in plain sight
Just like in Poe’s classic detective story “The Purloined Letter”, players never expect Easter eggs to be hidden in a “logical place”. They will search in the most unobvious places, using unusual methods of detection because they are looking for a “hidden object.” But while hiding objects can be a battle of wits between the designer and player, I prefer to err on the side of the player. Players love to experience that “ah-ha!” moment when they find your Easter eggs - after all, that’s why you created them!

When all is done, I’ve always found that watching players discover Easter eggs is just as much fun as hiding them. Just remember to be fair; make it fun for you as well as the player and give ‘em the “good candy” for their reward! (And not that ribbon candy your Grandma buys.)

From the Back Cover
Want to learn how to create cutting-edge video games? Need some advice to improve your current game? Then get ready to Level Up!

Scott Rogers, the video game designer behind hits such as Pac-Man World, God of WarTM, the Maximo Series, and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:

  • Create what gamers want
  • Bring compelling (and playable) characters to life
  • Build game levels that tell stories and challenge players
  • Design everything from controls to cutscenes to combat
  • Structure your game documents for success
  • Pitch your game like the professionals

Level Up! has been written with all levels of game designers in mind. Over 400 drawings illustrate design concepts and common pitfalls of game design, making Level Up! an indispensible guide for video game designers both 'in the field' and the classroom.

So what are you waiting for? Grab this book and prepare to Level Up!

Most helpful customer reviews

50 of 51 people found the following review helpful.
A virtual treasure chest for video game designers
By Laddie
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 AUTHOR

Scott 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 BOOK

The 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 Ervin
Scott's former boss
and video game industry professional

28 of 29 people found the following review helpful.
Enlightening AND entertaining
By Adamanteve
As an aspiring game designer, I've bought a whole lot of books about game design. Scott Rogers' book definitely stands out among the pack. Not only is this guy super knowledgable about game design, having been in the industry for many years, but he also makes the information he presents really fun and easy to understand. The key is the little drawings that adorn almost every page- they get the point across more easily than a block of text. The book is a wealth of information and tips for game designers, and what's more, it's actually something I would read for pleasure as well as for the nuggets of wisdom it contains. A definite must-buy!

7 of 7 people found the following review helpful.
Excellent read
By Avid reader
This book is accessible to all levels of people interested in video games. I loved all the artwork - the comic book style illustrations really make this fun to read! And all the humor hidden in footnotes - snicker!
This is an author obviously comfortable with his subject, and he is having a good time telling his audience about it. I would recommend this book for people in the industry as well as anyone who has ever played a video game and wondered how it was made.

See all 82 customer reviews...

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