Game Design Books
Related Subjects: Designers Development Tools and Software
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Used price: $23.99

Listing of common senseReview Date: 2007-06-13
This is NOT a design patterns book.Review Date: 2006-01-27
Examples are "patterns" such as 'Identification' which is basically defined as players identifying with aspects of the game.
Games can have "Alliances" or the potential for "Betrayal" and the authors do not say much more than any common sense person could deduce about such features in a game.
Anyone with even a modicum of experience in the gaming world has no real use for this list of game-possible-features. These possibilities are understood implicitly by anyone who has ever played even a small number of modern computer games.
At best this book might galvanize the imaginations of someone who has no idea what their game should do.
Boring to read but usefulReview Date: 2006-03-20
1. It is highly academic, thus the text is highly extensive analytical (to a point were non academics say: get to the point man, stop overanalysing it. Lots of definitions of definitions. So heavy stuff.)
2. It is a list of a lot of game patterns that are used in games. Well lists are boring to read. It is allmost as if you are reading a manual or a dictionary or so.
But.....
as a gamedesigner i found the patterns quite useful. It helps you to get new ideas, to screen a game idea and to judge weak spots in your design. And I mean concepts here not graphical game design. Now I have to figure out how I get this book read, it is so extensive. Bit by bit I guess.
www.wouterbaars.net
www.gamesmaken.startpagina.nl
Skip it..Review Date: 2005-07-14
It is nothing more than an English dictionary of terms used in games... like what means "Avatar".. or what means "High Score List"..
Not at all a pattern language, but rather an excellent lexiconReview Date: 2006-01-31
However, I still feel that this book deserves 4 stars, since what it *is* is a lexicon. And a very thorough lexicon, at that. So hey, take it for what it is, not what they claim it to be.


Very Little 'Pro'Review Date: 2001-08-18
I would re-consider purchasing book. I am also thinking about returning it.
could be betterReview Date: 2001-09-25
Hydra
Very Little 'Pro'Review Date: 2001-08-18
Chad Smith is noted as an Author. His name does not even show up in the credits of the first chapter.
I would re-consider purchasing book. I am also thinking about returning it.
A Great Book For Illegal Copies UsersReview Date: 2001-08-05
A Good CompromiseReview Date: 2002-07-08
I didn't read it as a beginner, but I'm familiar with a lot of beginner's books, and I think this one will get you started in Poser and keep enhancing your knowledge and growth as you master the software.

Used price: $7.89

nice ideasReview Date: 2008-04-25
left bank project book reviewReview Date: 2008-04-24
Same oldReview Date: 2008-03-20
There is not one single project that you haven't seen a hundred times elsewhere. About half of the instructions tell you to take your image to a copy shop where they can transfer it to a t-shirt, curtain, pillowcase, etc...
Everything looks very nice, though, the photographer did a terrific job!
Cute but too short.Review Date: 2008-04-26
cute, but probably not a keeper for meReview Date: 2008-02-11

Used price: $22.13

Avoid if Looking for ContentReview Date: 2008-03-30
Within the first few pages alone Mr. Rice states that "Currently, the MMOG market in the West is in a state of stagnation and at the brink of a serious decline." He does not back up any of his arguments with any citations or data.
Even a quick examination of studies in this area will show how untrue this statement is. For example, Screen Digest performed a study which found that the MMOG market will triple by 2011 in the US markets alone. (Western World MMOG Market: 2006 Review and Forecasts to 2011)
I tried to overlook many of these flaws in logic and limited details with the assumption that the author may have credibility within the game industry. I was disappointed to find that even here Robert Rice seemed lacking. I cannot find any details that would suggest to me that Robert Rice has ever held a position within the game industry, academia, etc. that would make him qualified to make the assumptions he makes.
To be fair to readers, this book should be prefaced with Robert Rice's credentials. I would not pay for this book and highly recommend that anyone using it for school related work consider looking to industry leaders and scholarly articles far before they consider the random musings of the average avid gamer.
Blog postings?Review Date: 2007-12-21
As the first review explains, this publication contains many unsubstantiated and often conflicting opinions about the current state of this part of the game development industry. There are very few examples given.
There are plenty more (and better) blogs that will give much more insightful and substantial opinions of the industry. You can spend time and money reading this book, or simply browse any of the gaming web forums on the internet for the same level of understanding.
Reads like a Blog PostReview Date: 2007-04-27
Rice makes numerous assertions and observations, especially regarding the MMO industry, that he never really backs up with tangible figures or evidence. Though most of the observations are fairly accurate from what I could gather, there's just very little weight behind them since he rarely supports them with facts and figures.
At best, he overly generalizes. At worst, he makes blanket opinionated statements sometimes passed off as facts with little to no qualifiers. He states PCs are a superior game platform to consoles, yet that's very subjective and depends entirely on what type of games you play. Other times he comes off as jaded and inconsistent. On one hand he'll complain the industry isn't doing enough to appeal to the mass market and younger players, but then just a couple of pages later he'll complain that "Basically, games are being created for 6th graders" and that many gamers "long for the golden age of games that required a notepad or journal".
There some nuggets particularly in the latter part of the book where he offers a few interesting ideas to designing MMO games. But even then, it's odd how in the early part of the book he's complaining that the MMO industry is too focused on the same tired fantasy setting, yet many of his ideas in the latter part of the book revolve around that same tired fantasy framework he riled against earlier.
I support self-publishing, but this book is really better fit for a blog and just isn't researched or objective enough to justify a +$20 price tag. However if you can find this book used at a cheap price, it may be worth picking up.
Great bookReview Date: 2007-03-31
Recommend this book to everyone that has an interest in MMO.

Used price: $56.68

Not worth itReview Date: 2006-12-04
An excellent insight into game conception and designReview Date: 2002-02-16
If you're looking purely for 'how to program in 3d', you may find that half the book is not what you're looking for: much of it is given over to game storyboarding, character design, marketing etc. But if you're looking for an all-round approach to game design, then this is a great introduction and inspiration.
So SoReview Date: 2005-04-24
Poorly writtenReview Date: 2003-07-21
If you want a book that touches on some of the same principles, take a look at "shockwave 3d" by Jason Wolf. This book was excellent, explained concepts with sufficient detail, and will give you that "That is exactly what i wanted to do, lets do it!" feeling.

Used price: $14.99

Perhaps for an absolute beginnerReview Date: 2008-02-08
Reading through the description and even index of the book, I was excited about the topics that were covered in the book. I actually went as far as having the book overnighted as I was in the middle of development of a game and was at the point where I needed to refine thing such as AI, (pathfinding, collision avoidance, overtaking, etc.) and implement more realism in areas of map-model or model-model collision response, for example. I was hoping this book would shed some light on some techniques used in the field to implement items such as these efficiently.
The book also has a section on generating terrains, which I hoped would teach me some new ideas for creating game maps / tracks.
Unfortunately, I was disappointed at each turn. Reading through the chapter title and then the contents, left me disappointed at first, but eventually almost astonished, that the author could claim that the chapter teaches what the chapter title seems to imply. I was left with a feeling that the author introduces each concept to an absolute beginner, but never graduates into more advanced discussions that the advanced or even intermediate developer will be interested in.
I was vaguely interested in the short section on waypoints (pathfinding) but I had already implemented a more visually appealing method in my game based on the same principles, without this prior knowledge.
If you have any experience whatsoever in developing racing games, you will probably not find much content in this book that you couldn't figure out for yourself, or that is readily available elsewhere (for free).
I am bitterly disappointed and I don't recommend it.
Not worth the money.Review Date: 2006-07-07
It might have some useful information for complete beginners, but the quality of the code is quite simply bad and extremely amateurish.
Peter
Don't waste your money on this one!Review Date: 2005-10-20
FIRST ACROSS THE FINISH LINEReview Date: 2005-08-27
Parker begins by introducing you to the basic features of driving and racing games. Next, the author looks at the architectural components of driving and racing games--the graphics system that presents the virtual universe, the audio system, the user interface, the scheduler, and the artificial intelligence system. Then, he focuses on the basic graphics techniques you'll need to master so that you can create driving and racing games. The author continues by developing a 3D version of Gopher-it. In addition, the author next deals with collision detection because of its importance. He also shows you how to incorporate intelligent opponents. The author next begins the trek into the unknown world of computer audio. Next, the author explores another option for using vehicles in games--a practice called generating--ambient traffic. Then, he guides you through the physics that are needed for driving and racing games. The author then explores the use of continuos time by using the GLUT interface. Next, he shows you how many different types of cameras can be used in a game to improve play. Then, he focuses on the basic techniques of creating terrains. The author continues by designing a Manic Mars Racer game. He next codes and implements the Manic Mars Racer game. Finally, he presents a complete driving game in C++ that uses DirectX, that was developed by some of his students.
With the preceding in mind, the author has done an excellent job of writing a book that provides you with hands-on programming that shows you how to build and customize driving and racing games. At the end of the day, you'll find that taking a detailed look at a driving game in this book really teaches you all about games.

Used price: $1.87

many words with little meaningReview Date: 2004-09-20
It's true what they say: If you're not good at something, teach it.
Good for a particular niche readership...Review Date: 2004-07-26
The chapter breakdown: Introducing Interface Design; Introducing Design Principles; Project 1: Building an Open Source Portal; Implementing Design Elements: Line, Type, and Shape; Implementing Design Elements: Texture, Space, Size, Value, and Layout; Project 2: Building an Online Resource Center; Working with Content and Typography; Using Color; Project 3: Building a Webzine; Exploring Site Issues and Accessibility; Index
This is a different book that is hard for me to describe. There are a number of abstract sketches in boxes that are about 1" x 1". The reader is asked how they would interpret the lines and they are given three choices. They are then told which answer is correct as far as the attitude and mood that is suggested by the design. Each sketch is followed by Scalable Vector Graphics (SVG) code to show how that sketch is coded. After a number of these exercises, the concepts are used to show a design of a web page or site that incorporates that type of design to create the proper sense and feeling.
If you're a graphic designer of web sites, you would probably get something from this book. A developer (or at least *this* developer) would have a much harder time getting past the "here's a picture and here's the right answer as to what it should mean to you" style. Outside of that, the incessant use of showing each sketch's SVG code seems to be nothing more than a space filler. I would have much rather seen something like this be downloadable from a website and to skip the endless code listings. I guess I misread the title Design Concepts With Code. I was thinking the book would cover how your code can show design concepts, not to show design concepts with code printed for each picture.
I won't say it's a bad book... It's just got a few flaws I would have done differently, and it definitely isn't a book that will appeal to everyone.
Good coverage of web design, too much printed SVG.Review Date: 2004-07-02
Strength: Design fundamentals as applied to websites.
Great discussion of Line, Type, Shape, Texture, Space, Size, Value and Layout etc. Although I have been designing web sites and simple printed material for years, I found the exercises and explanations in this book refreshing and useful. Also liked the emphasis on clear communication with the client and common pitfalls. The discussion of color in chapter 8 was particularly well done with clear examples printed in full-color.
Weaknesses: Reliance on SVG.
Although I am an avid supporter of SVG, I found that this book's reliance on the technology and excessive printing of code to be distracting. I counted 75 pages of verbose SVG code and 25 pages of general XML/XSLT/ASP/HTML code printed in a 350 page book. Also, although well suited for bridging the technical-aesthetic gap, SVG still lacks widespread browser support, and no web developer worth his salt would actually build a professional website in SVG today, a point which the authors should have acknowledged more clearly. However, the XML/XSLT/XHTML/ASP examples used later in the book effectively illustrate how these emerging technologies can be combined into a single project.
Summary:
As someone with experience in web technology and design, I found several minor flaws in the technical assertions made in the book (browser compatibility), but enjoyed the non-technical design / interface portions which, to be fair, was the focus of this book.

Used price: $1.69

Full of problemsReview Date: 2007-02-21
The CD that accompanies the book is a great learning tool (meaning it's good if you've never used InDesign). However it is filled with errors. I've encountered several errors in the exercises that make it very difficult for beginners. I'm sure there's a better book on the market that will teach InDesign in a more effective, error free way.
So, to conclude... look for a different book. This one is full of way too many irritating errors.
InDesign CS.....creative suite....cool stuff Review Date: 2005-10-10
Exploring Indesign CSReview Date: 2005-07-28
Secondly, the book has some issues as far as the projects are concerned. Each chapter leads you through an assigment, and then there are projects at the end of each chapter. It seems, many times, the author adds things to the projects that have not been practiced in the chapter. It was extremely frustrating. Some of the assignments are flawed, and cannot be completed according to her specifications.
It also would have been helpful if she had more pictures relating to the specific activities and assignments.
Overall, I would not recommend this book to anyone.

Used price: $0.82

Poorly done!Review Date: 2003-08-11
Poor formReview Date: 2003-06-14
Flash MX 3D Graphics BibleReview Date: 2003-06-04
I commend John Wiley & Sons for publishing this niche product and using an author who is obviously a veteran of the products. Matthew uses extensive case studies and examples detailing how to integrate 3d content in Flash MX. Swift 3d is covered as well (which I don't own so I skipped the chapter), but half the book covers Plasma to Flash MX integration. There is even a chapter dedicated to integrating Plasma 3d content and Director MX. Basically, this book should be packaged with Discreet's Plasma for anyone interested in integrating 3d content with Flash MX and Director MX.

Used price: $0.03

One big tutorialReview Date: 2003-12-03
so-soReview Date: 2005-01-22
with more aggressive and thorough editing, this could have been something, but in a program as vast and daunting as this, little frustrations can be overwhelming and discouraging. they need to give these books to absolute beginners and pay them to make detailed reports before they ever go to press.
to it's credit, there are scene files on the CD-ROM, several for each chapter, so if you get hung up at one step, you can just skip to the next step and keep working. this makes quite a big difference when you just can't seem to get things to work right but would rather continue.
NOT for beginnersReview Date: 2003-12-17
Related Subjects: Designers Development Tools and Software
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This book does a good job of summing up all that is wrong with the game industry, in that game designers rarely look outside the box and come up with anything that really strays off the path of mainstream.
The original concept of design patterns is to elegantly solve a common problem in programming which is productive to all developers. But for game designers to do the same thing will result in more clones of the same games.
I dont think any comparison should be drawn between Gang Of Four design patterns and what is attempted here.