Covering the complex topic of game interface design, GAME DEVELOPMENT ESSENTIALS: GAME INTERFACE DESIGN, is back with an all new Second Edition. This comprehensive introductory text immerses readers in the foundation, theory, and practice of interface creation, while including interviews with working professionals, examples from every gaming era and many genres, and hundreds of screenshots from contemporary games. Also featured are an expanded practice section with a wide variety of real world design examples, coverage of interface design for mobile and motion-sensing devices, multiplayer games, and much more. Readers will explore everything from the history of game interface design and basic design theories to practical strategies for creating winning, interactive interfaces and user experiences.
Auflage
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Editions-Typ
Maße
Höhe: 254 mm
Breite: 202 mm
Dicke: 22 mm
Gewicht
ISBN-13
978-1-111-64288-4 (9781111642884)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Kevin D. Saunders, a game designer and producer for 13 years, has worked on projects with Atari, Electronic Arts, Lucas Arts, Nexon, Obsidian Entertainment, Sega, Square Enix, and Westwood Studios. He has been credited on eight shipped video games, with an average composite review score of 81%. Kevin was the lead designer and producer of Shattered Galaxy, which swept the 2001 Independent Games Festival and was recognized by GameSpot as the Most Innovative Game of the year and the Best Multiplayer Strategy Game of the year. Kevin is Creative Director at Alelo, a serious game company that focuses on communication skills training. Kevin has Bachelor of Science and Master of Engineering degrees from Cornell University, where his research work included the development of natural language processing systems. Kevin and his family live in Orange County, California.
1. History of Game Interface Design: how did we get here? 2. Goals and Considerations: what are we trying to accomplish? 3. Platforms: consoles, mobile devices, PCs. 4. Genres: game styles and interface conventions. 5. Control Schemes: empowering the player. 6. Feedback Schemes: informing the player. 7. Process of Interface Design: how interfaces are created. 8. Prototype Interface Design: putting it all together. 9. Future of Interface Design: where are we heading?