
Developing Creative Content for Games
Greg Johnson(Author)
CRC Press
1st Edition
Published on 12. February 2019
Book
Hardback
296 pages
978-0-367-13788-5 (ISBN)
Description
This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works.
Key Features
Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards
Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills
Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses
Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task
Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications
Key Features
Provides the critical skills any good game designer should have, such as narrative, characterization, progression, challenges, world building, plot, and rewards
Using a hands-on, learn-by-doing approach, this book teaches prospective game designers how to excel in creating their own worlds and adventures without having to learn any programming or technical computer skills
Includes clear and concise chapter objectives, chapter overviews, examples, case studies, key terms and multiple in-depth analyses
Multiple case studies are provided and thoroughly analyzed so that readers will be familiar with the concepts and methodologies involved in each task
Over the course of the book, readers will develop a professional level asset for inclusion in a portfolio of work suitable for submitting to job applications
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
Professional Practice & Development
Illustrations
19 s/w Abbildungen, 22 s/w Photographien bzw. Rasterbilder
22 Halftones, black and white; 19 Illustrations, black and white
Dimensions
Height: 260 mm
Width: 183 mm
Thickness: 22 mm
Weight
792 gr
ISBN-13
978-0-367-13788-5 (9780367137885)
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 Classification
Other editions
Additional editions

Greg Johnson
Developing Creative Content for Games
Book
01/2019
1st Edition
Productivity Press
€77.70
Shipment within 15-20 days

Greg Johnson
Developing Creative Content for Games
E-Book
01/2019
1st Edition
CRC Press
€65.99
Available for download

Greg Johnson
Developing Creative Content for Games
E-Book
01/2019
1st Edition
CRC Press
€65.99
Available for download
Person
Greg Johnson has been a Professor at the Savannah College of Art and Design since 1996 after time as a graphic designer and an artist involved in television production. He received his MFA in Computer Arts from the Savannah College of Art and Design and his BA in Fine Arts from Louisiana State University in Shreveport. In addition to being a Professor, he also worked as a 3D Lead for Ascent Games and does freelance illustration work. Johnson has taught over fifty different courses in hundreds of classes in his eighteen plus years of teaching at the college level. His courses have included 3D sculpting, modeling, texturing, painting, animation, rigging, effects, programming, game design and development in the subject areas of computer art, game development, interactive design, and visual effects. He founded the Game Development department at SCAD and has developed courses for the Game Development, Computer Arts, Visual Effects, and Scientific Illustration areas of study at SCAD. For the last seven years he has been teaching an introduction to digital sculpture class using ZBrush.
Content
Foreword. Introduction. Beginning the Process. Game Concept. Game Design. Game Mechanics. Gameplay. Story. Setting. Characters. Enemies and Monsters. Adventure. Challenges. Rewards. End Game. Optional Elements. Publishing. Conclusion. Glossary. Appendix: Worksheet.