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Developing Creative Content for Games

Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Developing Creative Content for Games offers a comprehensive guide to the essential elements of game design and development. It covers narrative development, characterisation, plot construction, back story, and world building, equipping readers with the skills needed to create immersive game worlds and stories. The book also explores game design challenges such as emergent complexity, risk-reward systems, and both competitive and cooperative gameplay. Practical examples and case studies help illustrate key concepts and the game development process.
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Format: Hardback
$51100

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This title is in-stock with overseas suppliers. While it is not available locally, we fly books in weekly from the US and UK to our Auckland warehouse for immediate dispatch.

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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for aspiring game designers and writers who want to develop creative content without needing programming skills. It is suited for readers interested in narrative design, world building, and game mechanics, particularly those looking to build a professional portfolio for job applications in the gaming industry.

Book Hero thinking about your next read

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

This book provides readers with a solid understanding of game development, design, narrative, characterisation, plot, back story, and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative, and plot suitable for possible publication.

Game design and development issues such as writing for games, emergent complexity, risk-reward systems, and competitive and cooperative gameplay will be investigated, analysed, and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works.

Key Features

  • Provides the critical skills any good game designer should have, such as narrative, characterisation, progression, challenges, world building, plot, and rewards.
  • Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills.
  • Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms, and multiple in-depth analyses.
  • Multiple case studies are provided and thoroughly analysed so that readers will be familiar with the concepts and methodologies involved in each task.
  • Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications.

Book Details

INFORMATION

ISBN: 9780367137885

Publisher: Taylor & Francis Ltd

Format: Hardback

Date Published: 12 February 2019

Country: United Kingdom

Imprint: CRC Press

Illustration: 22 Halftones, black and white; 19 Illustrations, black and white

Audience: Professional and scholarly

DIMENSIONS

Width: 178.0mm

Height: 254.0mm

Weight: 725g

Pages: 296

About the Author

Greg Johnson has been a Professor at the Savannah College of Art and Design since 1996 after time as a graphic designer and an artist involved in television production. He received his MFA in Computer Arts from the Savannah College of Art and Design and his BA in Fine Arts from Louisiana State University in Shreveport. In addition to being a Professor, he also worked as a 3D Lead for Ascent Games and does freelance illustration work. Johnson has taught over fifty different courses in hundreds of classes in his eighteen plus years of teaching at the college level. His courses have included 3D sculpting, modeling, texturing, painting, animation, rigging, effects, programming, game design and development in the subject areas of computer art, game development, interactive design, and visual effects. He founded the Game Development department at SCAD and has developed courses for the Game Development, Computer Arts, Visual Effects, and Scientific Illustration areas of study at SCAD. For the last seven years he has been teaching an introduction to digital sculpture class using ZBrush.

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