Amazon.co.uk Review
It used to be said that there is a novel in everyone. Nowadays, however, a fair few of us are bursting with an idea for a classic, world-beating computer game. But how on earth do you go about turning that idea into a reality?
This book features a dazzling collection of interviews with the glitterati of the gaming world, neatly collated to show exactly how games develop--from basic concept through to a finished box on the shelf.
Editor Marc Saltzman has scoured the world to bring words of wisdom from people such as Nintendo's Shigeru Miyamoto, id's Tim Willits, and the man behind the classic Civilisation, Sim Meier.
In fact, there are over 100 industry professionals interviewed, each giving away their secrets on every stage of making a game. Chapters cover such topics as design, characters, story, puzzles, art, and the all-important "Breaking into the Industry". There are even a few chunks of programming code for readers of a more technical bent.
Also included are tips on the wider aspects of making a successful game, from marketing it effectively to creating a useful Web site and technical support service.
If you're at square one on your journey to create the new Tomb Raider or Half Life, then make a purchase of this book your next move. And even if you're not looking to be the next big gaming thing, Game Design provides a fascinating and insightful look at one of the most important industries in the world media today. For anyone genuinely interested in the importance and artistry of computer games, this book is indispensable.--David Bailey
--This text refers to an out of print or unavailable edition of this title.
Amazon.co.uk Review
This is the perfect time to become a computer game designer. Millions of games are sold in the UK every year and the Internet has opened a whole new world of technological possibilities for game developers. But how do you get started? Game Design--Secrets of the Sages by Marc Saltzman is an accessible and highly informative introduction.
More than 100 games professionals have contributed to the book. Game pre-production, production and post-production are all clearly explained in jargon-free language. Potential gamers don't need to be familiar with technical terms and advanced concepts like data structures to understand this book.
But the book is more than just game design. As well as helping you decide what kind of game to create, there are sections on marketing your game, how a Web site for your game is necessary and how to break into the gaming industry. All members of a game development team from programmers, artists and animators to sound engineers will get a lot out of this book. The only thing it can't teach is inspiration. --Justin Hunt
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