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We Deserve Better Villains : A Video Game Design Survival Guide.

By: Material type: TextTextPublisher: Milton : Taylor & Francis Group, 2019Copyright date: ©2020Edition: 1st edDescription: 1 online resource (254 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780429591747
Subject(s): Genre/Form: Additional physical formats: Print version:: We Deserve Better VillainsDDC classification:
  • 794.81536
LOC classification:
  • GV1469.3 .K757 2019
Online resources:
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.
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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.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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