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Books : Game Design: Theory and Practice (With CD-ROM)

by: Richard Rouse, Steve Ogden, Richard, III Rouse, Richard Rouse

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List Price: $49.95
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Sales Rank: 24,085
Release Date: 15 February, 2001
Media: Paperback
Manufacturer: Wordware Publishing




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Customer Reviews
Average Rating: 4.00 out of 5 stars

Rating: 5 out of 5 stars - The fundamentals, in a clean read.
This book brings the very fundamentals of game design. I dont think its dated, because those are the things that every game will always have, period.

A very good read, with very good examples and interviews. Rouse talks a lot about his own games, specially Centipede 3D, but I think it's natural. To make everything complete, Rouse could get deeper about the commercial side of game industry, with things like schedule pressure, getting fund and etc. The main objective is to teach how to design games, but this kind of information adds great value.



Rating: 5 out of 5 stars - Excellent game design book plus more...
As a beginning game programmer, this book perfectly fills in the
gap of (hopefully) making me into a better one.

The author was wise enough to include interviews with respected
game designers to prevent the book from being too opinionated.

The best thing about this book is the author's honesty about
why some of his games were flawed in the hopes that we learn
from them.

The sample game design document is one of the best
I've seen. I've seen samples from the web that were either too
short (leaving it to the team to assume anything) or too long
(too detailed).

Lastly, he doesn't comment on the 'business' of the game
industry (he pokes at them though). I think this was a wise
move. Who wants to read about ... Read More



Rating: 4 out of 5 stars - The Best That's Out There
I work on video games professionally as a programmer, but I read a lot of books on design because that is the most challenging aspect of what we do. Technology is a solved problem; project management is getting there; that leaves the black hole of design. Of the books I've read, Richard Rouse's is the best. Where most books on game design treat you as if you have somehow landed in the position of creative director for a thirty man team -- and now you need help -- Rouse's book covers everything from level design in the trenches to the concept work of the lead designer. They say those who can't do, write, but Richard is an exception, with a few above average games in his ludography (and a flop or two, just like me). And when his knowledge isn't enough, he supplants it with interviews with the greats. ... Read More

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