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

Rating:
- 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:
-
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:
-
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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