Creating Games: Mechanics, Content, and TechnologyCreating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. |
Contents
1 | |
Chapter 2 | 9 |
Chapter 3 | 33 |
Chapter 4 | 59 |
Chapter 5 | 91 |
Chapter 6 | 111 |
Chapter 7 | 139 |
Chapter 8 | 161 |
Chapter 12 | 271 |
Chapter 13 | 287 |
Chapter 14 | 305 |
Chapter 15 | 325 |
Chapter 16 | 355 |
Chapter 17 | 395 |
Chapter 18 | 421 |
Chapter 19 | 451 |
Other editions - View all
Creating Games: Mechanics, Content, and Technology Morgan McGuire,Odest Chadwicke Jenkins Limited preview - 2008 |
Common terms and phrases
action actually algorithms allows appear areas artist attack board game body building called cards chapter character choices choose client color combination common companies complex connected consider constraints create decision describes direction document effects elements engaging engine example expected experience Figure forces function game development gameplay geometry goal graph graphics Half-Life ideas important input interaction learning light limited look major means mechanics move multiple objects outcome packet particle physical pieces pixel play player popular position possible probability problem produce random reference relatively rendering represent requires result rules server shows simulation single space specific strategy surface texture tree triangles typically unit video game write