Game Design Books


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Game Design Books sorted by Average customer review: high to low .

Game Design
Patterns in Game Design (Game Development Series) (Game Development Series)
Published in Paperback by Charles River Media (2004-12-20)
Authors: Staffan Bjork and Jussi Holopainen
List price: $49.95
New price: $23.00
Used price: $23.99

Average review score:

Listing of common sense
Helpful Votes: 0 out of 0 total.
Review Date: 2007-06-13
This book misleadingly indicates that there are well documented ways of solving problems in game design. I wasted my money on this book thinking it would provide some insight to the structure and programming patterns used in game programming.

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.

This is NOT a design patterns book.
Helpful Votes: 15 out of 23 total.
Review Date: 2006-01-27
I bought this book in part because I believed it would be the game programming equivalent of the famous Gang of Four "Design Patterns" book. This is nowhere near the case; nowhere in this book is there any mention of how games might actually be structured or organized at the code or object level. Patterns in Game Design is nothing more than a dictionary of features appearing in games.

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 useful
Helpful Votes: 4 out of 5 total.
Review Date: 2006-03-20
This book is boring for 2 reasons:

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..
Helpful Votes: 6 out of 15 total.
Review Date: 2005-07-14
This book is so bad, that it would been a crime to not warn the buyers to not waste their money like I did.
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 lexicon
Helpful Votes: 7 out of 9 total.
Review Date: 2006-01-31
Despite the title, this book isn't a book of game design patterns. Patterns are best practices, designed to solve particular design problems. The "patterns" in this book are nothing of the sort--some of them aren't even positives, but negatives.

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.

Game Design
Poser 4 Pro Pack f/x and Design
Published in Paperback by Paraglyph Press (2002-07-01)
Author: Richard Schrand
List price: $49.99

Average review score:

Very Little 'Pro'
Helpful Votes: 2 out of 8 total.
Review Date: 2001-08-18
I just browsed the book and found it not very 'pro' related. Not many color examples. There are only 12 pages of color in a 416 page book. There should be more color where lighting and color are reletive to an image creation software book. There is more information and overlap of Poser 4 issues than the Pro Version.

I would re-consider purchasing book. I am also thinking about returning it.

could be better
Helpful Votes: 3 out of 3 total.
Review Date: 2001-09-25
I think this book is worth having for the price. It does have some tutorials and offers insight to the mediocre Poser user. I learned a few things but it is not the vast tome of understanding I had expected. Still, if you are grappling with some of the more advanced concepts of Poser pro pack, I'd say you probably should get this book. It may shed some light on a few things for you. Don't expect to be Phil C after reading this one though. ;>
Hydra

Very Little 'Pro'
Helpful Votes: 3 out of 3 total.
Review Date: 2001-08-18
I just browsed the book and found it not very 'pro' related. Hence, does not tackle larger and in depth issues of the pro part of the pro pack to Poser. I do not know of another book. If anyone does know please contact me. Not many color examples. There are only 12 pages of color in a 416 page book. There should be more color where lighting and color are reletive to an image creation software book. There is more information and overlap of Poser 4 issues than the Pro Version.

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 Users
Helpful Votes: 5 out of 7 total.
Review Date: 2001-08-05
While this book covers the basic of Poser, and some advanced features it does not go past what is offered in manual. In sense I feel it is just a retelling of what was offered for free.

A Good Compromise
Helpful Votes: 6 out of 6 total.
Review Date: 2002-07-08
This is the only worthwhile book available at this writing...for anyone looking for some help with Poser 4.0. Admittedly (as the title states), Schrand focuses much of the book on the Poser Pro Pack, an expensive but very useful add-on to the base product. But he devotes half the book to explaining and demonstrating basic and intermediate tasks, and his examples are clear and easy to follow. The CD is chock full of useful gadgets and gimcracks.

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.

Game Design
The Left Bank Look: Easy Parisian-Chic Projects for Your Home and Clothes
Published in Paperback by Watson-Guptill (2008-01-08)
Author: Anne Hubert
List price: $12.95
New price: $7.36
Used price: $7.89

Average review score:

nice ideas
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-25
Not a huge amount of crafts but some great ideas to get you started to revamp your wardrobe and home settings

left bank project book review
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-24
The cover on this book is great but the inside was a let down, expected more

Same old
Helpful Votes: 10 out of 11 total.
Review Date: 2008-03-20
This book is a joke - I returned it to the store today...
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.
Helpful Votes: 3 out of 3 total.
Review Date: 2008-04-26
This book is about adding a personal touch to your belongings, Parisian style! The projects are cute and simple. A lot of the projects consist of photo transfering pictures onto a plain fabric, also stenciling and adding patches to things you already own. I would definitely try to make most of items in this book except for the shoes. I thought that the shoe makeovers looked ridiculous. At only 64 pages, I felt the book could have been much longer. I would love for the author to come out with a sequel with more cute designs!

cute, but probably not a keeper for me
Helpful Votes: 9 out of 14 total.
Review Date: 2008-02-11
it is cute but the projects are not that practical--i'm not sure i'll use it at all and not even sure i'll keep the book.

Game Design
MMO Evolution
Published in Paperback by Lulu.com (2006-09-02)
Author: Robert Rice
List price: $22.95
New price: $22.05
Used price: $22.13

Average review score:

Avoid if Looking for Content
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-30
I couldn't agree more with the first two posts regarding how the book reads like a diatribe of spewed content without any substance. Anyone who's interested in seriously examining the aspects of games should avoid this book at all costs since it does nothing but introduce a series unsubstantiated claims and opinions.

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?
Helpful Votes: 2 out of 4 total.
Review Date: 2007-12-21
As I read the book I began to make mental notes for an intended review. When I came to the site to write, I found the first review had exactly the same opinion as myself. The book reads like a compilation of blogs (or one very long-winded blog) ranting on the current state and potential of MMO game development.

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 Post
Helpful Votes: 3 out of 5 total.
Review Date: 2007-04-27
There's some interesting nuggets, but unfortunately for the most part MMO Evolution reads like an extensive blog post instead of a well-researched fact-supported book.

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 book
Helpful Votes: 3 out of 5 total.
Review Date: 2007-03-31
Used this book as a reference for a school-task about MMO in general. And it was extremely useful. Comprehensive information on all topics within MMO; how a game works, what makes it good etc.

Recommend this book to everyone that has an interest in MMO.

Game Design
Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave Studio
Published in Paperback by Sams (2001-11-20)
Authors: Allen R. Partridge and Allen Partridge
List price: $59.99
New price: $69.99
Used price: $56.68

Average review score:

Not worth it
Helpful Votes: 1 out of 2 total.
Review Date: 2006-12-04
This is not a book to use if you are trying to learn Director and Lingo. It is more about game design in general with some Director 3D thrown in for good measure. The game he develops is by no means state of the art and doesn't even show the capabilities of the Shockwave engine. I wouldn't recommend buying this book unless you have read everything else on GAME DEVELOPMENT and just want one more lame opinion on it. Do not buy it if you are trying to learn Director for your 3D projects. There are much better books for it.

An excellent insight into game conception and design
Helpful Votes: 23 out of 23 total.
Review Date: 2002-02-16
This is a book of two halves - game programming and game design. At the heart of it is the new Director 3D programming engine, which is a major new addition to the capabilities of the software. Allen Partridge's book is aimed principally at those who are familiar with Director and comfortable with lingo, but may be new to 3D as a whole. The first half of the book goes through the capabilities of the 3d engine in detail, including shaders, lights, textures, physics and vector maths, as well as some insights into using 3D modelling software to its best advantage. The second half looks at the process of creating an actual game, and one of its most valuable features is that the accompanying CD includes the game at many stages of the design process.
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 So
Helpful Votes: 3 out of 4 total.
Review Date: 2005-04-24
Okay if you want to learn 3d the fast way in director then this isn't the book for you. The book does in some ways go into detail but then again he also side tracks so this book is not for the new comers. Your suppose to know a few things in director already and also in the lingo area. The whole thing in this book is the lingo part. Its code heavy so you as the reader is suppose to have some sort of back ground in director in order to understand it. Over all its an okay book but not the best.

Poorly written
Helpful Votes: 6 out of 9 total.
Review Date: 2003-07-21
On the outside, this book looks excellent for those wanting to create 3d games in director. On the inside, the book is shallow and un-engaging. Most concepts are covered poorly and are made hard to understand. One of my biggest gripes about this book is how the author tells you "Now lets learn how to make _____", and instead of explaining things, just dumps 4 pages of lingo code on you. I feel that a good book should break down the code and explain what it is doing. Copying a hundred lines of code form a book does not teach you anything. The book is also very dry and a bore to read. I fell asleep several times while reading, no joke.

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.

Game Design
Start Your Engines: Developing Driving and Racing Games
Published in Paperback by Paraglyph Press (2005-07-01)
Author: Jim Parker
List price: $39.99
New price: $22.38
Used price: $14.99

Average review score:

Perhaps for an absolute beginner
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-08
As an avid hobby game programmer I bought this book in the hope of finding detailed descriptions of some concepts and ideas that go into development of racing games.

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.
Helpful Votes: 0 out of 1 total.
Review Date: 2006-07-07
I have to agree with the first poster. This is not a good book.

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!
Helpful Votes: 0 out of 7 total.
Review Date: 2005-10-20
There is nothing to offer from this book. The codes which you have to spend hours to download from the author website are so buggy and slow. This book is simply one of those that should not have been published.

FIRST ACROSS THE FINISH LINE
Helpful Votes: 8 out of 13 total.
Review Date: 2005-08-27
You've bought the right book if you are interested in learning how to design and program driving or racing games. Author Jim Parker has done an outstanding job of putting together a book for anyone who wants to learn how driving and racing games are put together.

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.

Game Design
Design Concepts with Code: An Approach for Developers
Published in Paperback by Apress (2003-11-07)
Authors: Stanko Blatnik and Kelly Carey
List price: $39.99
New price: $1.99
Used price: $1.87

Average review score:

many words with little meaning
Helpful Votes: 1 out of 4 total.
Review Date: 2004-09-20
I don't know who the authors thought the target audience for this book is, it's defenetively not me. Why I have to read about 'dealing with clients' in a book supposedly about design concept, I don't know. And what I gain by reading broad statements like 'clients like to talk about their company' is a mystery to me, too. There are several areas in the book where the authors are simply wrong.
It's true what they say: If you're not good at something, teach it.

Good for a particular niche readership...
Helpful Votes: 3 out of 3 total.
Review Date: 2004-07-26
One of the books I recently finished reading for review was Design Concepts With Code: An Approach For Developers by Kelly Carey and Stanko Blatnik (Apress). While this book might appeal to some niche of website design and development, I don't think I'm part of that group.

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.
Helpful Votes: 3 out of 3 total.
Review Date: 2004-07-02
An introduction to web design for those coming from the technical side of things, this book covers many aspects of graphics and UI design, but sometimes falls short in its allocation of page space and in the technical details.
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.

Game Design
Exploring InDesign CS
Published in Paperback by Delmar Cengage Learning (2004-08-03)
Author: Terry Rydberg
List price: $51.95
New price: $2.97
Used price: $1.69

Average review score:

Full of problems
Helpful Votes: 1 out of 1 total.
Review Date: 2007-02-21
This book seems to be a good beginning tool for those not familiar at all with InDesign or who want to brush up on their skills. I purchased this book for a college course in desktop publishing and was very skeptical. I am majoring in communication design, so for the last four years I've been using InDesign. The book wasn't of much help for someone like myself who's been using the software for sometime. Therefore I don't recommend the book for anyone who's familiar with InDesign.

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
Helpful Votes: 1 out of 1 total.
Review Date: 2005-10-10
It's a good book to work (there are many exercises to practice what one is reading about, and one has to have that when one is learning) and the author pushes smart use of the software. I love how it is written and it's actually entertaining at times. ;-) I am concerned about the included CD though..... typos, as if it was not properly "test driven" before production. So sad. Otherwise I'm very pleased with it. We are using it as our primary text book in the InDesign desktop publishing class at the local community college. I like it a lot.

Exploring Indesign CS
Helpful Votes: 7 out of 7 total.
Review Date: 2005-07-28
I used the book Exploring InDesign CS for a Desktop Publishing class, where I was taking it as an independent study. First of all, this is my second copy of the book, and the pages are literally falling out of it. I have had to clip the pages together in order to keep the pages from being misplaced.

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.

Game Design
Flash MX 3D Graphics Bible
Published in Paperback by Visual (2003-05-01)
Author: Matthew David
List price: $44.99
New price: $2.99
Used price: $0.82

Average review score:

Poorly done!
Helpful Votes: 3 out of 4 total.
Review Date: 2003-08-11
Waste of time and money. Pretends like it's going to tell you how to set up a 3d graphics engine and does no such thing. There's a little matrix math at the end of chaper 4 pretending to be a 3d manipulator BUT THERE'S NO CORRESPONDING CODE ON THE CD! The OTHER chapters have their code on the CD, but not this one. It makes me wonder if this one little bit of seemingly honest 3d code ever actually even worked. The matrix equations on pages 142 and 143 are totally screwed up like a proofreader never even LOOKED at the thing. Whole rest of the book is a pointless rehash of how to use Flash, Swift, Plasma and stuff you could get out of the respective user's manuals.

Poor form
Helpful Votes: 4 out of 5 total.
Review Date: 2003-06-14
A very poorly written book that ended up raising many more questions than answeirng them. I really question whether or not I was instructed in the correct way at all. Perhaps it was rushed, or perhaps the author just does not know the subject. From how it was handled, I am pretty sure the latter at least is true to some extent. I will have to find another book, I think.

Flash MX 3D Graphics Bible
Helpful Votes: 4 out of 5 total.
Review Date: 2003-06-04
I recently picked up this desperately needed niche book. I bought Plasma specifically because I wanted to create 3d for Flash MX and Director MX. Plasma is practically built for both of them, however, plasma's documentaion is weak and lacks intuitive examples for use with Flash MX. This book is EXACTLY what is needed in the marketplace on this subject right now.

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.

Game Design
Maya Ultimate Workshop : With 18 Complete Workshops on CD-ROM
Published in Paperback by McGraw-Hill/TAB Electronics (2003-08-28)
Author: Luc Petitot
List price: $49.95
New price: $13.44
Used price: $0.03

Average review score:

One big tutorial
Helpful Votes: 12 out of 12 total.
Review Date: 2003-12-03
Just like the description says, this book is one big tutorial. Everything mostly works like the tutorial says, but if you get stuck at some spot then that's too bad. Most of the time you feel like you're blindly creating something without the understanding of how the tools really work. I guess that's the problem with tutorial books though. Also has decent intro chapters on Fluid Dynamics, hair, fur, and clothing, if you have Maya Unlimited, else pgs. 675-771 are useless.

so-so
Helpful Votes: 6 out of 6 total.
Review Date: 2005-01-22
in general, yes, you will learn a lot of things; I'm so much more knowledgable than i was when i began, and for that i'm very grateful. but I doubt very much you'll be able to work through the lessons as written; steps are omitted, and sometimes two chapters later you get a little piece of information that would have really helped out much earlier. it's also a fine example of the annoying practice of referring to an illustration that comes three pages later...why do they do that?

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 beginners
Helpful Votes: 8 out of 9 total.
Review Date: 2003-12-17
Not for beginners or the faint of heart. Instructions are often incomplete, sometimes entirely missing, and occasionally just plain wrong! Expect to spend a lot of time using Maya Help and other books to try (often unsuccessfully) to figure things out.


Books-Under-Review-->Games-->Game Design-->83
Related Subjects: Designers Development Tools and Software
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