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The Game Development Strategy Guide (eBook)

Crafting Modern Video Games That Thrive

(Autor)

eBook Download: EPUB
2025
409 Seiten
Rosenfeld Media (Verlag)
978-1-959029-39-7 (ISBN)

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Some of todays most popular video games have been on the market for decades, while others barely make it days before disappearing forever. What differentiates the games that survive? This expansive look at modern video game development gives you an end-to-end, cross-disciplinary understanding of the people, processes, and core design principles youll need to create video games that thrive.Who Should Read This BookThis book is for anyone and everyone interested in working on and creating games, including:Aspiring game developers of any discipline.Veteran game developers looking to reframe their understanding of game development to account for modern trends and standards.Creative leaders who need to build and support environments where great video games are created.Game designers trying to improve their understanding of the business considerations that have felled so many recent games.User experience designers looking to understand, define, and expand their impact in the broader video game market.Producers struggling with the choice of business model or monetization choices for their games.Partners to video game developers like legal counsel, business development, venture capitalists, marketing, licensing, and human relations.Youll learnA standard for basic game design principles.Foundational science and the art of universal player motivation, critical to informing decisions about the game.The modern gaming business, including live-service games.The roles that people and companies play in the game development process.A common language for game development techniques.How to achieve creative ideation and learn prioritization techniques.More advanced design topics to help games thrive over time.How to design games that encourage positive social experiences.Modern video gaming monetization techniques.To recognize common ethical and legal issues.About key video games hardware, software, engines, and platforms.What works and what doesnt in gamingshowing common patterns in the industry and design struggles.Insights that will apply to teams and games of any sizefrom indie games to mega gamesFrequently Asked Questions Does game development in the title mean this is a programming book?No. This book is intended for anyone who works on video games, and starts in Chapter 1, What Makes Us Play, by exploring universal player motivations. The word developer in video gaming, like the broader software industry, is used in many different ways. As discussed in Chapter 3, Putting the Dev in Game Development,while some folks believe game development refers only to programming, it is usually a more general term applied to the collective act of making a game across all disciplines (as demonstrated by the existence of the broader Game Developers Conference). Is this book only useful for new game developers?This book is useful for game developers at any stage of their career. While its a fantastic overview for early career game developers, many veterans who reviewed this book mentioned that they pulled away new insights, especially from chapters like Chapter 9, From Emergence to Prosocial Gaming. and Chapter 11, Efficient and Ethi-cal Economies. Readers will walk away with a common language for game development techniques from chapters like Chapter 3 and Chapter 13, The Good and Bad of Game Dev Processes, that you can use with developers at any career stage. Can I use this book to help my nonindustry partners understand game development?Absolutely! As I wrote this book, I wrote it with a secondary audience of partners like business development, legal, and other groups who dont experience the industry in the same way. There are tons of folks who would benefit from an overview of the industry and our considerations all in one place. Theyll get the most out of chapters like Chapter 2, The Living Business of Games, and Chapter 10, The Money Game, which lay out the basic business models at play today, as well as Chapter 3, which will help folks understand why game development teams are so big and complex, and Chapter 7, Engaging Players over Time, and Chapter 8,Creating Immersive Worlds, which really help explain how games are different from other forms of entertainment.
Erscheint lt. Verlag 16.9.2025
Vorwort Jesse Schell
Sprache englisch
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Sachbuch/Ratgeber Freizeit / Hobby Kreatives Gestalten
Sachbuch/Ratgeber Freizeit / Hobby Spielen / Raten
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Web / Internet Web Design / Usability
Informatik Weitere Themen Computerspiele
Schlagworte 1st person orientation • 2D artist • 2K/Firaxis Games • active users (DAU and MAU) • Activision blizzard • adaptive audio design • AI gameplay bots • Angry Birds GO! • Animal Crossing • anti-cheat software • apex legends • Apple Arcade • Audio design • Baldur's Gate (BG3) • Beat Saber • Bethesda Game Studios • candy crush saga • CCU (concurrent users) • Celia • Civilization VII • clash of clans • Clint • commercial game engines • console gaming • cutscenes • Cyberpunk 2077 • daily active users (DAU) • Daniel • Dota 2 • elemental tetrad • elemetry • emergent gameplay • first-time user experience (FTUE) • Game Design • Game Development • Hasit (Player 3) • heuristics for game UX design • high-spender spiral • Hocking • Hodent • immersive worlds • in-app purchase (IAP) • Insomniac Games • interactive fiction • It Takes Two • Jackbox party games • James • Jesse • Joystick • Just Dance • Kahneman • Koster • Larian Studios • League of Legends • Level Design • live-service video games • Loot Boxes • ludonarrative dissonance/harmony • memory and gaming • microtransactions • Minecraft • modders • monetization of games • multiplayer gaming • Nintendo • nonplayer characters (NPCs) • open creator worlds • open-source game engines • Platform as a Service (PaaS) • player comprehension • player dynamics • player experience • Player Feedback • player safety • Pokémon Red and Blue • Raph (A Theory of Fun for Game Design) • save game systems • schell • Skins • sound effect (SFX) • Steam • streak incentives • testing games • timeline for video game development • Triple A (AAA) games and developers • unity game engine • Unreal game engine • User Experience (UX) • User Interface (UI) Design • Valorant • video game engines • voice-over (VO/VOX) • WASD navigation • Witcher • World of Warcraft (WoW) • Xbox • youngman • zala • Zero Wing
ISBN-10 1-959029-39-8 / 1959029398
ISBN-13 978-1-959029-39-7 / 9781959029397
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