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Ultimate game design : building game worlds / Tom Meigs.

Meigs, Tom. (Author).

Record details

  • ISBN: 0072228997
  • ISBN: 9780072228991
  • Physical Description: xx, 346 pages : illustrations ; 24 cm
  • Publisher: NY : McGraw-Hill/Osborne, 2003.

Content descriptions

General Note:
Includes index.
Formatted Contents Note:
1 Previsualization 1 -- Introducing the Previsualization Process 3 -- Step-by-Step Previsualization 3 -- Function 8 -- Paper-Based Level Blocking 13 -- Case Study Comments on Previsualization 17 -- 2 Level Planning and Building 23 -- Planning Your Level Work 26 -- Level Stubbing Walk-Through 31 -- Game Prototyping 37 -- Post Level Stubbing Considerations 38 -- Case Study Comments on Level Execution 45 -- 3 Lighting, Texturing, Particles, Effects, and Audio 53 -- Animating Lights 64 -- Effects 72 -- Design Tools Shift 76 -- Case Study Comments on Cornerstone Elements 78 -- 4 Actors, Props, Items, and Camera Details 85 -- Placing Actors 87 -- Types of Props and Their Use 92 -- Types of Items/Power-Ups and Placement 94 -- Camera Considerations 95 -- Case Study Comments on Actor Loading and Camera Tuning 99 -- 5 Design by Genre 107 -- Sports Games 109 -- Fighting Games 112 -- Puzzle Games 114 -- Real-time Strategy Games 116 -- Role-Playing Games 120 -- First- or Third-Person Action Games 121 -- Simulations 123 -- Creating Cinematics 125 -- Developing Backstory 125 -- Creating Dialog 126 -- Summary of Designer's Work Tools 128 -- Case Study Comments on Design Flux 129 -- 6 Scripting Action Events 135 -- Scripting Technology Choices 137 -- Applied Scripting Examples 140 -- Using Triggers 144 -- Building Behaviors 150 -- Engine Solutions and the Unreal Engine 151 -- Script/Editing System Considerations 153 -- Case Study Comments on Scripting a Baseball Game 154 -- 7 Quality Assurance and Play-Test Feedback 165 -- Play-Test Feedback 173 -- Case Study Comments on the Impact of QA 179 -- 8 Design Considerations for Massively Multiplayer Online Games 187 -- MMOG Production Challenges 188 -- MMOG Construction Factors and Solutions 194 -- MMOG Design Factors 197 -- MMOGs and Design Orientation 200 -- Sports Fans or Groups and MMOGs 203 -- Case Study Comments on Challenges for UBO 206 -- 9 Cell Phones and Wireless Gaming 215 -- Impending Boom 217 -- Design Issues for Cell Phones 222 -- Case Study Comments on Development Factors in the Infancy of Wireless 230 -- 10 Getting Started in Game Development 237 -- Why Diversify? 239 -- Growth Areas and New Opportunities 244 -- Advergames 246 -- Web Game Entertainment with Physical Counterparts 248 -- Anecdotes from the Game Development Frontlines 250 -- Case Study Comments on Final Thoughts for Designers 253 -- 11 Game Development Career Choices 265 -- Programming 266 -- Art 268 -- Design 270 -- Production 271 -- Audio 273 -- Quality Assurance 274 -- Opening an Independent Game Studio 274 -- Game Development Studio Breakdown 276 -- Case Study Comments on the Testing Doorway 282 -- Education 286 -- Events 287 -- Industry Magazine 287 -- Industry-Related Sites 288 -- Organizations 288 -- Breaking In! 288 -- Agents and Recruiters 289 -- Job Sites 289 -- Design Document Reference 289 -- TV Programming 289 -- COPPA Guidelines 289 -- Self-Publishing 290 -- Outsourced Testing Services 290 -- Game Industry Market Research and Reports 290 -- Recommended Sites 290 -- Recommended Topics for Further Research and Reference 292 -- B Tools Discussed 295 -- 3-D Modeling Packages 296 -- Art Tools 297 -- Level Editing 297 -- Middleware 298 -- Production Tools 298 -- Sound Editing Tools 299 -- 3-D Construction for the Web 299 -- Scripting Languages 300 -- Game Dynamics Libraries 300 -- Motion Tracking 300 -- Programming Language for Console/PC 300 -- MMOG Box Solutions 301 -- Wireless Development 301 -- Introducing Children to Game Design 301 -- C Career Guideline Worksheet 303 -- If You Want to Explore Production 304 -- If You Want to Explore Game Art Construction 305 -- If You Want to Explore Game Programming 305 -- If You Want to Explore Quality Assurance 306 -- If You Want to Explore Game Audio 306 -- If You Want to Explore Business Relations or Marketing 307 -- D Quick Topic Summary for Designers 309 -- Reference Material 310 -- Design Document Writing 316 -- Quick Modeling 317 -- Layout and Staging 318 -- Scripting 318 -- Mapping or Level Building 319 -- Audio 319 -- Testing 319 -- Support Software 320 -- Team Focus 320 -- E Ultimate Baseball Online Gallery 321 -- UBO Game Interface 322 -- Basic Character Construction 326 -- Baseball Stadiums 330 -- Game Action 332.
Subject: Video games > Design.
Video games > Programming.

Available copies

  • 1 of 1 copy available at NC Cardinal. (Show)
  • 1 of 1 copy available at Harnett County Library.

Holds

  • 0 current holds with 1 total copy.
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Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Harnett County Main Library 794.8151 Mei (Text) 33630003518284 Adult Nonfiction Available -

LDR 05614nam a2200349 a 4500
0014568906
003CARDINAL
008040319s2003 nyua 001 0 eng
010 . ‡a 2004297509
015 . ‡aGBA3-Y8808
020 . ‡a0072228997 ‡q(paperback)
020 . ‡a9780072228991 ‡q(paperback)
035 . ‡a(OCoLC)51668546
040 . ‡aUKM ‡beng ‡erda ‡cUKM ‡dIXA ‡dDLC
042 . ‡alccopycat
05014. ‡aQA76.76.C672 ‡bM454 2003
08204. ‡a794.8151 ‡221
1001 . ‡aMeigs, Tom. ‡0(CARDINAL)543409
24510. ‡aUltimate game design : ‡bbuilding game worlds / ‡cTom Meigs.
264 1. ‡aNY : ‡bMcGraw-Hill/Osborne, ‡c2003.
300 . ‡axx, 346 pages : ‡billustrations ; ‡c24 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
500 . ‡aIncludes index.
50500. ‡g1 ‡tPrevisualization ‡g1 -- ‡tIntroducing the Previsualization Process ‡g3 -- ‡tStep-by-Step Previsualization ‡g3 -- ‡tFunction ‡g8 -- ‡tPaper-Based Level Blocking ‡g13 -- ‡tCase Study Comments on Previsualization ‡g17 -- ‡g2 ‡tLevel Planning and Building ‡g23 -- ‡tPlanning Your Level Work ‡g26 -- ‡tLevel Stubbing Walk-Through ‡g31 -- ‡tGame Prototyping ‡g37 -- ‡tPost Level Stubbing Considerations ‡g38 -- ‡tCase Study Comments on Level Execution ‡g45 -- ‡g3 ‡tLighting, Texturing, Particles, Effects, and Audio ‡g53 -- ‡tAnimating Lights ‡g64 -- ‡tEffects ‡g72 -- ‡tDesign Tools Shift ‡g76 -- ‡tCase Study Comments on Cornerstone Elements ‡g78 -- ‡g4 ‡tActors, Props, Items, and Camera Details ‡g85 -- ‡tPlacing Actors ‡g87 -- ‡tTypes of Props and Their Use ‡g92 -- ‡tTypes of Items/Power-Ups and Placement ‡g94 -- ‡tCamera Considerations ‡g95 -- ‡tCase Study Comments on Actor Loading and Camera Tuning ‡g99 -- ‡g5 ‡tDesign by Genre ‡g107 -- ‡tSports Games ‡g109 -- ‡tFighting Games ‡g112 -- ‡tPuzzle Games ‡g114 -- ‡tReal-time Strategy Games ‡g116 -- ‡tRole-Playing Games ‡g120 -- ‡tFirst- or Third-Person Action Games ‡g121 -- ‡tSimulations ‡g123 -- ‡tCreating Cinematics ‡g125 -- ‡tDeveloping Backstory ‡g125 -- ‡tCreating Dialog ‡g126 -- ‡tSummary of Designer's Work Tools ‡g128 -- ‡tCase Study Comments on Design Flux ‡g129 -- ‡g6 ‡tScripting Action Events ‡g135 -- ‡tScripting Technology Choices ‡g137 -- ‡tApplied Scripting Examples ‡g140 -- ‡tUsing Triggers ‡g144 -- ‡tBuilding Behaviors ‡g150 -- ‡tEngine Solutions and the Unreal Engine ‡g151 -- ‡tScript/Editing System Considerations ‡g153 -- ‡tCase Study Comments on Scripting a Baseball Game ‡g154 -- ‡g7 ‡tQuality Assurance and Play-Test Feedback ‡g165 -- ‡tPlay-Test Feedback ‡g173 -- ‡tCase Study Comments on the Impact of QA ‡g179 -- ‡g8 ‡tDesign Considerations for Massively Multiplayer Online Games ‡g187 -- ‡tMMOG Production Challenges ‡g188 -- ‡tMMOG Construction Factors and Solutions ‡g194 -- ‡tMMOG Design Factors ‡g197 -- ‡tMMOGs and Design Orientation ‡g200 -- ‡tSports Fans or Groups and MMOGs ‡g203 -- ‡tCase Study Comments on Challenges for UBO ‡g206 -- ‡g9 ‡tCell Phones and Wireless Gaming ‡g215 -- ‡tImpending Boom ‡g217 -- ‡tDesign Issues for Cell Phones ‡g222 -- ‡tCase Study Comments on Development Factors in the Infancy of Wireless ‡g230 -- ‡g10 ‡tGetting Started in Game Development ‡g237 -- ‡tWhy Diversify? ‡g239 -- ‡tGrowth Areas and New Opportunities ‡g244 -- ‡tAdvergames ‡g246 -- ‡tWeb Game Entertainment with Physical Counterparts ‡g248 -- ‡tAnecdotes from the Game Development Frontlines ‡g250 -- ‡tCase Study Comments on Final Thoughts for Designers ‡g253 -- ‡g11 ‡tGame Development Career Choices ‡g265 -- ‡tProgramming ‡g266 -- ‡tArt ‡g268 -- ‡tDesign ‡g270 -- ‡tProduction ‡g271 -- ‡tAudio ‡g273 -- ‡tQuality Assurance ‡g274 -- ‡tOpening an Independent Game Studio ‡g274 -- ‡tGame Development Studio Breakdown ‡g276 -- ‡tCase Study Comments on the Testing Doorway ‡g282 -- ‡tEducation ‡g286 -- ‡tEvents ‡g287 -- ‡tIndustry Magazine ‡g287 -- ‡tIndustry-Related Sites ‡g288 -- ‡tOrganizations ‡g288 -- ‡tBreaking In! ‡g288 -- ‡tAgents and Recruiters ‡g289 -- ‡tJob Sites ‡g289 -- ‡tDesign Document Reference ‡g289 -- ‡tTV Programming ‡g289 -- ‡tCOPPA Guidelines ‡g289 -- ‡tSelf-Publishing ‡g290 -- ‡tOutsourced Testing Services ‡g290 -- ‡tGame Industry Market Research and Reports ‡g290 -- ‡tRecommended Sites ‡g290 -- ‡tRecommended Topics for Further Research and Reference ‡g292 -- ‡gB ‡tTools Discussed ‡g295 -- ‡t3-D Modeling Packages ‡g296 -- ‡tArt Tools ‡g297 -- ‡tLevel Editing ‡g297 -- ‡tMiddleware ‡g298 -- ‡tProduction Tools ‡g298 -- ‡tSound Editing Tools ‡g299 -- ‡t3-D Construction for the Web ‡g299 -- ‡tScripting Languages ‡g300 -- ‡tGame Dynamics Libraries ‡g300 -- ‡tMotion Tracking ‡g300 -- ‡tProgramming Language for Console/PC ‡g300 -- ‡tMMOG Box Solutions ‡g301 -- ‡tWireless Development ‡g301 -- ‡tIntroducing Children to Game Design ‡g301 -- ‡gC ‡tCareer Guideline Worksheet ‡g303 -- ‡tIf You Want to Explore Production ‡g304 -- ‡tIf You Want to Explore Game Art Construction ‡g305 -- ‡tIf You Want to Explore Game Programming ‡g305 -- ‡tIf You Want to Explore Quality Assurance ‡g306 -- ‡tIf You Want to Explore Game Audio ‡g306 -- ‡tIf You Want to Explore Business Relations or Marketing ‡g307 -- ‡gD ‡tQuick Topic Summary for Designers ‡g309 -- ‡tReference Material ‡g310 -- ‡tDesign Document Writing ‡g316 -- ‡tQuick Modeling ‡g317 -- ‡tLayout and Staging ‡g318 -- ‡tScripting ‡g318 -- ‡tMapping or Level Building ‡g319 -- ‡tAudio ‡g319 -- ‡tTesting ‡g319 -- ‡tSupport Software ‡g320 -- ‡tTeam Focus ‡g320 -- ‡gE ‡tUltimate Baseball Online Gallery ‡g321 -- ‡tUBO Game Interface ‡g322 -- ‡tBasic Character Construction ‡g326 -- ‡tBaseball Stadiums ‡g330 -- ‡tGame Action ‡g332.
650 0. ‡aVideo games ‡xDesign. ‡0(CARDINAL)588976
650 0. ‡aVideo games ‡xProgramming. ‡0(CARDINAL)581864
902 . ‡aMARCIVE 201809
902 . ‡aMARCIVE 201909
902 . ‡aMARCIVE 202303
901 . ‡a4568906 ‡bUnknown ‡c4568906 ‡tbiblio