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Ultimate Game Design: Building Game Worlds
 
 

Ultimate Game Design: Building Game Worlds [Paperback]

Tom Meigs
4.9 out of 5 stars  See all reviews (8 customer reviews)
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Product Description

Product Description

Build games with techniques and insights from a pro. Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting. Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more.

From the Back Cover

Filled with tips and techniques from veteran game designers at Sony, Blizzard, Disney, LucasArts, Activision, 3DO, and many others!

Plan, design, and create enthralling game environments complete with richly animated characters and objects by applying the expert techniques described in this one-of-a-kind resource. Veteran game developer Tom Meigs covers the foundations of game design, including previsualization, level stubbing and layout, lighting, texturing, behavior scripting, and using particles, and explains in detail each stage of game development and design. Each chapter features an in-depth interview with a game industry expert as well as case a study based on Tom's real-world experiences working on Sony PlayStation games and various other projects. Plus, you'll get priceless advice on how to get into the game development industry now with details on the different types of jobs available.

  • Develop a comprehensive previsualization process for your game project
  • Create topographic maps and reference drawings for level planning and layout
  • Build up your game scenes with lighting, texturing, particles, effects, and audio
  • Place actors, props, and items and tune specific camera details
  • Learn about game design by genre--sports, fighting, RTS, role-playing, FPS, sims, MMOG, and others
  • Script action events using JavaScript, Visual Basic, Python, Perl, and other tools
  • Develop and design games for wireless devices including PDAs and mobile phones
  • Implement a testing loop
  • Learn how to avoid mistakes and set yourself up for success

Inside This Book (Learn More)
First Sentence
It help to know where you're going before you get there, so that you can be prepared. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

8 Reviews
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4 star:
 (1)
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Average Customer Review
4.9 out of 5 stars (8 customer reviews)
 
 
 
 
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2 of 3 people found the following review helpful
5.0 out of 5 stars Best Game Design Overview Available..., Jan 24 2004
By 
Thomas A. Meigs "Tom" (Santa Monica, CA) - See all my reviews
(REAL NAME)   
This review is from: Ultimate Game Design: Building Game Worlds (Paperback)
I really enjoyed this book! I have some limited experience in game development, and this book really helped fill in the blanks for me. It was highly recommended by a friend who already works in the game industry -- and on several websites. I wasn't disappointed. I think it's the best book available. The book flowed easily from chapter to chapter.

Previsualization - Level Planning and Building - Lighting - Texturing - Particles - Effects - Actors - Props - Audio
Camera Control - Genre Design - Scripting - QA - MMOGs - Wireless

It's all covered in pretty balanced detail. I finally feel like I understand how all this stuff relates in building a game and no single book had helped me this way before.

I bought several other books on game design - but they were either too general or didn't really seem to cover the stuff you need to really get going in this area. Highly recommended!

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5.0 out of 5 stars Practical and solid book on building levels and games, May 19 2004
By 
Marque Pierre Sondergaard (London, United Kingdom) - See all my reviews
(REAL NAME)   
This review is from: Ultimate Game Design: Building Game Worlds (Paperback)
"Ultimate Games Design" There seems to be no shortage of games design books, and they all claim to be the ultimate. All of them wants to deal primarily with the big fluffy ideas of the lead design - the overall idea of the game and so forth. Few of them has anything to say about the actual execution in terms of level design for example.

Untill now. Despite hating the title (and the colour scheme) of this book, I have to bow to the ultimate thing. This is as good a good as you will get right now about actually building game worlds - the level designs, the modelling, the texturing, the lighting and so forth. It also has one of the mandatory chapters on getting into the industry, where Tom Meigs goes beyond the usual war stories from the pros and repetitive listing of roles in the games industry, to actually offer the reader a good ammount of introspective questions to ponder and sage advice to gear up for the bumpy ride ahead.

So from hating it, this book has become one of my absolute favourites on games design. Well done Tom Meigs, whoever you are!

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5.0 out of 5 stars This is a great book for new and experience game designers, Sep 26 2003
By 
Woon Luong "Trigg" (Los Angeles, CA USA) - See all my reviews
(REAL NAME)   
This review is from: Ultimate Game Design: Building Game Worlds (Paperback)
This book is very useful, it has provided many information not found elsewhere. I highly recommend this book. As a game designer myself, it has been helpful for me in many ways.
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