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Ultimate Game Design: Building Game Worlds
 
 
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Ultimate Game Design: Building Game Worlds [Paperback]

Tom Meigs
3.5 out of 5 stars  See all reviews (4 customer reviews)
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Product details

  • Paperback: 368 pages
  • Publisher: McGraw-Hill Osborne (1 Jun 2003)
  • Language English
  • ISBN-10: 0072228997
  • ISBN-13: 978-0072228991
  • Product Dimensions: 18.5 x 1.8 x 23.3 cm
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 1,040,693 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

Tom Meigs
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Product Description

Product Description

Build games with techniques and insights from a pro. Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting. Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more.

From the Publisher

·MEGA-Tips in each chapter: specialized, hands-on techniques designers can employ which are directly related to the chapter's topic
·'Behind the Scenes' appear in every chapter, where key game industry gurus from Sony, Disney, Activision, Blizzard, LucasArts, 3DO share their expertise on a given topic and explain how they did cool things through a Q & A with our author.·Value! Every technique in the book can be done using free tools, including Python and J2ME, rather than expensive proprietary modeling tools.

Inside This Book (Learn More)
First Sentence
It help to know where you're going before you get there, so that you can be prepared. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most Helpful Customer Reviews
1 of 1 people found the following review helpful
Format:Paperback
"Ultimate Games Design" There seems to be no shortage of games design books, and they all claim to be the ultimate. All of them wants to deal primarily with the big fluffy ideas of the lead design - the overall idea of the game and so forth. Few of them has anything to say about the actual execution in terms of level design for example.

Untill now. Despite hating the title (and the colour scheme) of this book, I have to bow to the ultimate thing. This is as good a good as you will get right now about actually building game worlds - the level designs, the modelling, the texturing, the lighting and so forth. It also has one of the mandatory chapters on getting into the industry, where Tom Meigs goes beyond the usual war stories from the pros and repetitive listing of roles in the games industry, to actually offer the reader a good ammount of introspective questions to ponder and sage advice to gear up for the bumpy ride ahead.

So from hating it, this book has become one of my absolute favourites on games design. Well done Tom Meigs, whoever you are!

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Some good advice 7 July 2009
Format:Paperback
This book is average. A good introduction but far to much repetition. Covers mainly the business side of things and routes in to the industry. This book is written as an essay on game design and wont teach you much about designing games.
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Excellent book 15 Jun 2004
By A Customer
Format:Paperback
This seems more of a school book on how to create games or work in the game industry. I work in the software development industry so I can see a lot of parallels in what is written.

I would recommend this book for anyone who wants to understand the industry they are entering into. It is not all playing games all day. ;)

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