Level Up Guide To Great Video Game Designers
1,492 reviews 566 followers
I am not a game designer; I am certainly not a "video" game designer; I haven't put together a computer program for a long, long time. So why am I reviewing this book? I play games; I play some video games and I play RPG. I have some ideas about what makes a great game and I was curious about Rogers' thoughts on the subject. I liked his short history of video games. He moves logically from ideas and story through characters, point of view, elements of combat, bad guys, multiplayer, and covers additions such as music. In each case he deconstructs the topic and then adds his own thoughts. Finally, he has some thoughts on "the business" side. Here is a sample: "There are many ways to start building level maps. The designers of the original Metal Gear built their levels out of Lego blocks. Many developers do rapid level prototyping in 3-D tools like Maya or 3-D Studio Max. One designer I know liked to model his levels in clay. Myself, I like a ream of blank paper, a very sharp #2 pencil and an eraser. I like making maps on paper because it reminds me of the good old days of creating Dungeons and Dragon levels." And speaking of D&D, there is a lot in this book that a dungeon master could use to improve their RPG. I agree with the publisher's blurb that says that when you read this book you will learn how to: I hope you are successful and I am sure that this book will be of help. PS: There is a newer edition of this book, but that wasn't important for what I was seeking.
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 professions
1 review 5 followers
This is a great book if you don't know much about games and want to have a generic overview of game design. However, if you are like me -an experienced gamer and a novice game developer who makes 2D low budget indie games- you won't get much out of this book. It's very shallow and feels like a glossary most of the time.
Author 45 books 532 followers
This book is GREAT! It's a whole bunch of really practical thinking about game design. How should the camera work? What should the power-ups be? Level design, achievements, villains, music? Sound effects? It's all illustrate with charming drawings and has a good sense of humour about itself. This is the Understanding Comics of video games, and my only problem with it is that it is priced like a computer book - halfway between a reasonable price and a textbook price. But, I guess that's the way of computer books, and it wouldn't be fair to take a star off for that. I'd recommend this book to anyone who is interested in video games and how they do what they do. If you are interested in creating a game, or even if you like to understand more about what kind of choices and compromises go into the games you love.
264 reviews 23 followers
Get the ebook version here: Pretty good so far. Multiple 'Starship Troopers' references. Does the annoying thing of mixing in 'she' and 'her' with 'he' and 'his' when giving examples, eg: 'Can the player steady her shot?'. Firstly, it feels forced and jarring, since this just isn't how the English language is written, and it's forcing politics and feminism into a book that is supposed to be about videogame design, not a book about feminism and politics. And it doesn't make feminists happy anyway; if you ask them, they insist on the use of genderless pronouns, like 'xe, xir,' etc. There is no point in bending the knee. No matter how low you grovel, the just say 'Grovel more. Grovel lower.' So just write like a normal human being instead of like an ideological puppet. Let your words be in your mouth and their words be in their mouths.
https://www.kobo.com/gb/en/ebook/leve...
This is the first book I've read on Game Design. I am a player. I have played board games, video games and sports all my life. I did not find anything groundbreaking in this book. I guess that it has merit collating all those ideas together and it makes for a nice read but I never felt like I was learning. Also, there are some concepts I plain disagree with, like the way the author insists on dynamic difficulty. It feels like a manual to create successful games, as in games that people like to play, keep playing till the end and then recommend to other people . What I wanted instead is a manual to create great games (as the title of the book suggests), as in games that leave a mark on the player even if they are not able to finish it, games that push the gaming industry and set new milestones. Sadly, I found none of that.
354 reviews 13 followers
This is a great book. Many things said here aren't anything revolutionary, but are very important as a base for game design and shows how to avoid common pitfalls - some of which are still prevalent in major AAA titles, so a lot of this is rightly mentioned. Sometimes it feels as if there's not enough information, that a topic is barely scratched, but in this kind of book the focus is on game design in general, not on specifics. The book has a definite action bias, but its full of advice useful for all kinds of games. I can definitely see myself picking this book up many more times to revise the basics, or use the great documentation examples as a basis for my docs. Highly recommended to any starting-out game designer. Re-read the book recently, was as useful as the first time!
Overall, I thought this was a really good book when taken in context. This is NOT a book to explain game design way down at the programming level. This book is an excellent 20,000 foot level overview of game design in general. It explains the major modules involved with the design of games such as marketing, financing, artwork, level design, camera control and gives advice on what to do and what not to do from someone whos been on the inside. This book will not hold your hand and explain how to do video game design, but it will give you the background knowledge to have your own "ah-ha" moments when you start your own designs.
15 reviews 1 follower
By far the best book on Game Design put there. It has a great blend of friendly advice, and healthy installment of how to do things, complete with comparisons of good vs. bad design documentation etc. If you are looking to learn more about our industry, or how to get started, this book is a great place to start. Heck, even if you are just an avid gamer with a curiosity for how we do it, check this book out.
76 reviews 54 followers
A good, wide introduction to the non-technical aspects of creating games. If you're looking for a programming book you should look elsewhere, but this covers (in broad strokes) lots of the other parts of making games. Focuses more on bigger-budget games created by larger studios and less on the indie game developer, but single developers can still learn a lot from reading it.
An amazing guide for both Newbies and veterans on the game developing industry, written in an easygoing diction with some anecdotes, it is really helpful as it can serve both as a guide and as a reminder.
A must-read for anyone planning to start or already in the game industry. It has a lot of content and great advice, all presented in a easy to understand, lighthearted manner, with tons of examples and with an excellent pacing. Wholeheartedly recommend it.
Author 1 book 102 followers
Didn't get a chance to read the whole thing, but I liked what I read, and it has helped us in game design, much more than Rules of Play did.
40 reviews 5 followers
Anyone wanting to get into designing video games has to start with this book first. And keep a copy on hand to reference later. It puts the fun in functional.
15 reviews 4 followers
It is сalled a Game Design Bible, and I totally agree with that. Easy-reading book with a lot of examples and principles of designing games.
52 reviews
Great book. Good logical flow. Easy to dip in and out of when your looking for specifics. Lots of content related to development in general.
One of the best books on game design I've read. Very practical and easy to read.
- game-design
25 reviews
One of the best all-in-one primers to game making. Of course there are simplifications and shortcuts but still a great read for any beginners and people working WITH gamedev.
A great book for all game designers, very practical and easy to read
Great overview on game design, organised very neatly in the chapters and sub topics inside. Fun and engaging to read.
37 reviews 8 followers
If you're anything but a complete novice, then perhaps this isn't the book for you: it does only cover the very basics of what a computer game should (and should not be), and is in essence a glossary of the fundamental mechanics underpinning games. For a complete novice (like myself), however, or for someone who is interested in designing games but needs a little inspiration/food for thought, I think this a good starting place. It's easy to read, I found Scott to be an entertaining writer but also able to convey what is in essence a large quantity of fairly tedious information, and the amusing diagrams and illustrations did help to both convey some of the concepts as well as break up the walls of text. There's also a lot of information about creating your Game Design Document (GDD) and pitches - with full examples of these at the end of the book - which I think justify the existence of the book on their own. I'll definitely be referring back to these when I start cobbling my ideas together! I'm sure there are more insightful / thought-provoking books than this out there - but if you want an overview/refresh of the fundamentals without being bogged down in theory, I'd definitely recommend this book.
374 reviews 4 followers
This book is a great overview on game development and design, but doesn't go too deep into many of the facets, so some people may think it is a bit too superficial, but as someone that works with games and knows many people who works with games, I wish more people - not just designers, but artists and developers too - read this and followed some of the authors advices. I've seen people fall in the the most obvious pitfalls described here. If you work with games and didn't read it yet, please do. In special if you work as a designer, producer, or anything with any decision power. Your team will be happier this way.
- game-design gamedev
Don't get me wrong, it's not bad content or bad wriitng. It's the lack of content. As someone who has spent her entire life playing games and have been rather passionate about games design, the book didn't tell me anything I did not already know.
But for someone who is just getting into game design, I can see this being a good entry-level read that is fast-paced and light-hearted. Perhaps you'd learn a thing or two, get some ideas working in your brain, but if you, like me, have already taken Game Design 101, I suggest other reads.
(The illustrations are pretty cute, though.)
223 reviews
Very lighthearted, humorous and informative, though best for novices like myself. If you're a whizz in this field/have an insurmountable amount of knowledge regarding game design, you're probably best elsewhere. Otherwise an insightful read, if a little congested with definitions that make it seem more like a glossary.
- non-fiction
47 reviews 2 followers
Good if you're into the massively produced, tried and true game formulas, but more like junk food, with cheap humor, if you wanna get intellectual about game design. Unfortunately haven't found a good theory book like that yet.
41 reviews
Well written beginning guide to making video games. All the important topics are hit shallowly. Everything is covered and discussed, just not in any great depth. For a starting game designer? Absolute must read.
Very instructional. Haven't read it cover to cover but intednto use it as reference material for
11 reviews
Really I would give this book 3.5 but as that option isn't available it was more deserving of better than a 3 star review. The book does a good job of covering the entire breadth of game development and includes some really useful content such as templates for the various design documents that most developers opt to create. My only issue with this book is that some of the content seemed quite obvious and while I imagine this might have been included because the author has witnessed fundamental errors being made in handling these subjects by industry professionals, it still made some sections a little bit of a chore to read. Overall though a very useful book I would recommend to any aspiring game developers and one which I am sure I will read again in future.
155 reviews 34 followers
Don't get me wrong it's a good book. But it reads a lot like biology text book on insects. There are some "do's and dont's" and "what does work and what does not" mentioned from time to time. But I was expecting much of those. And even though those listings are universal, I couldn't get rid of feeling that most of it suits best to action(arcade) games produced by big game companies. That's just main author's perspective, there is nothing wrong with it, but indi games and what makes them great was barely mentioned in the book.
So you'll get solid listing of:
- game genres
- aspects each game consists of
- details of every listed aspect.
That being said, this is the second book I've read on game dev. And I've almost enjoyed it.
- 2016
Author 43 books 289 followers
Want to Read
January 17, 2011Just found out about this book from this article on gaming. The article weighs up the pros and cons of playing computer games and surmises that 7-21 hours per week is ideal, especially if half of your time is spent playing games with other people (either multi-player online or real-life against each other or cheering each other on). It also suggests using this book to learn how to make games.
- 2010-2019 21st-century geek
84 reviews 5 followers
A great book that actually covers different game design aspects instead of just talking about theory, ex.: story, characters, level design, mechanics, enemies. It also covers good and bad ways to design each of these elements and provides examples. There's also a chili recipe at the back, which is the first time I've seen a recipe in a game design book or any book that's not for cooking/recipes for that matter.
- game-dev
Level Up Guide To Great Video Game Designers
Source: https://www.goodreads.com/en/book/show/8449713
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