Your shopping cart is empty.

Game Design Theory & Practice-2nd Edition By Richard Rouse III

Rs. 324.00

Author: Richard Rouse III


  • Language: English
  • Binding: Paperback
  • Publisher: BPB Publications
  • ISBN: 9788183331937
  • Edition:2007
  • Pages: 698
  • Dimension: 23 X 15.5 X 2.5cm


In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
  • Follow the entire game development process, from brainstorming a game idea and establishing the focus to getting the game play working and play testing.
  • Learn the techniques of top game designers through in-depth interviews: Doug Church, Thief, System Shock, Ultima Underworld Chris Crawford, Balance of Power, Eastern Front (1941)  Ed Logg, Asteroids, Centipede, Gauntlet Jordan Mechner, Prince of Persia, Karateka, The Last Express Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg! Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall,  Zork Zero Will Wright, SimCity, The Sims
  • Learn how to most effectively document your game ideas. Includes the full design document for the action-horror game The Suffering.
Table of Contents :

Chapter   1:   What Players Want

Chapter   2:   Interview: Sid Meier

Chapter   3:   Brainstorming a Game Idea: Gameplay, Technology and story

Chapter   4:   Game Analysis: Centipede

Chapter   5:   Focus

Chapter   6:   Interview : Es Logg

Chapter   7:   The Elements of Gameplay

Chapter   8:   Game Analysis: Tetris

Chapter   9:   Artificial Intelligence

Chapter 10:   Interview : Steve Meretzky

Chapter 11:   Storytelling

Chapter 12:   Game Analysis: Loom

Chapter 13:   Multi-Player

Chapter 14:   Interview: Chris Crawford

Chapter 15:   Getting the Gameplay Working

Chapter 16:   Game Analysis : Myth: The Fallen Lords

Chapter 17:   Game Development Documentation 

Chapter 18:   Interview: Jordan Mechner

Chapter 19:   The Design Document

Chapter 20:   Game Analysis: The Sims

Chapter 21:   Designing Design Tools

Chapter 22:   Interview: Will Wright

Chapter 23:   Level Design

Chapter 24:   Game Analysis: Grand Theft Auto III

Chapter 25:   Playtesting

Chapter 26:   Interview: Doug Church  

Appendix A:  Sample Design Document: Atomic Sam  

Appendix B:  Sample Design Document: The Suffering