Through a book of over 500 pages, game designer Scott Rogers shares his professional experience of creating videogames. This industry veteran has worked on games such as God of War, Darksiders and the Maximo series, among others. This book deals with the various steps and key-points of the game design process: ideas, scenario, writing a Game Design Document, characters, camera, controls, user interface, level design, game mechanics, enemies... The main strength of this book lies in the way the a
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Keywords : game design, example, game design document, maximo, drawing
The "Serious Games" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze "Gaming 2.0" examples in order to identify tools that could help fulfill this need. Indeed, "Gaming 2.0" is a way for players to create videogame content without skills from the entertainment videog
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Keywords : gaming 2.0, serious games, game design, level design, player-generated content
The autobiography of Takahashi Meigin, someone relatively unknown here but known by every gamer in Japan. He spent most of his career as a employee in Hudson Soft, a game development studio who created the "Bomberman" and the "Mario Party" series, among many others popular titles. But Takashi Meijin wasn't a regular employee: instead of designing videogames, he was hired to advertise them. A remarkably skilled videogame player, he was casted as living legend during the NES/Fa
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Keywords : biography, takahashi meijin, hudson soft, japon, nes, pc engine, 16 shot
This article focuses on tools that allow amateurs to create or modify videogames. In order to contribute to study the nature of game design, we will analyze games as crafted "artifacts". We will first review five categories of tools that allow creating games, in order to highlight the different "parts" games are made of. We will then use this empirical review to introduce a simple model of the inner structure of games: the ISICO model.
Keywords : game design, tools, game creation toolkit, mods, gaming 2.0
An article on the history of the pionner videogames invented at the MIT between 1959 and 1962: Mouse in a Maze, Tic-Tac-Toe, Qubic, PDP-1 Chess and Spacewar!
Keywords : history, pionner, mit, videogames
Alongside with "The Ultimate History of Videogames" and "La Saga des Jeux vidéo", here is without a doubt the third must-read book for anyone who want to have a global view on the history of videogames. The authors starts from the early games up to nowadays, and tells the story of the most important games and machines thanks to interviews with their creators. The added value of this book compared to the two previous ones is the fact that, in addition to tackling
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Keywords : history, united kindgom, france, europe
This book deals with the rich history of videogames and cinema, and more specifically their relations with American movies. The author details with a high level of precision the various links between the movie and videogame industries, such as the numerous movies-games and games-movies adaptions. But the author doesn't remain at a surface level, he pursues his analysis at a deep level: he studies the evolution of games-movies relations according to the different economical eras of the videogames
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Keywords : cinema, videogames, hollywood, thesis, mario, donkey kong, warner
An article about the first videogames from 1947 to 1958: the CRT Amusement Device, the NIMrod, OXO, HutSpiel and Tennis for Two.
Keywords : history, pioneers, videogames
This books tells the history of Player One, a French magazine dedicated to home videogames and manga, alongside with its various spin-offs such as Nintendo Player, Ultra Player, Manga Player and Player Station. Thanks to the interviews with most of the journalists who wrote for it, this 300 pages books gathers a lot of unique information. It starts with an introduction detailing the arrival of Manga and Anime in France, a context in which a company called Média Système Edition firs
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Keywords : player one, history, france, press, manga
This presentation compares several easy to use tools suited to create videogames. -= Presentation slides (in french) =- (Flash file - click inside the window to give it the keyboard focus,then use the left and right arrow keys to browse through the slides)
Keywords : game design, tools, creation, easy