Electronic Industry Press
(US) Tom meigs /
Chen Guimin /
Du Jingli /
Han Qi /
May 2004
Chapter 1 Precision Technology
1.1 Introduction to the pre-chemical process
1.2 step-by-step implementation of pre-chemical
1.3 function
1.4 keyboard design
1.5 Pre-Plane Case Study Review
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Chapter 2, the planning and production of levels
2.1 Plan your level of level
2.2 Game prototype design
2.3 post-treatment considerations for keytip placement
2.4 Case Studies for Card Implementation
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Chapter 3 lights, materials, particles, effects and sound effects
3.1 lighting
3.2 Dynamic Light
3.3 Material
3.4 particles
3.5 effect
3.6 sound processing
3.7 Transformation of Design Tool Set
3.8 case study of infrastructure
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Chapter 4 Roles, items, items, and detail of the lens
4.1 Arrangement role
4.2 Types of props and usage
4.3 Types of items and power upgrades and their arrangements
4.4 Consideration of the lens
4.5 Case Study on Comments on Actors Loading and Legertourcing
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Chapter 5 Category Game Design
5.1 Sports Games
5.2 Fighting Game
5.3 puzzle game
5.5 instant strategic game
5.6 Role Playing Game
5.7 The first person is called and the third person
5.8 simulation game
5.9 Constructing a movie animation
5.10 Development Background Story
5.11 Design Game Dialogue
5.12 Designer Work Tool Summary
5.13 Case Study of Design Transformation
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Chapter 6 Writing Action Event Script
6.1 Script technology selection
6.2 Script Application Example
6.3 Application Trigger
6.4 Construction Behavior
6.5 Engine Implementation with Unreal Engine
6.6 Factors on script / editing system
6.7 Case Study of Baseball Game Script Comments
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Chapter 7 Quality Assurance and Equity Test Feedback
7.1 Quality Assurance
7.2 Combat Test Feedback
7.3 Case Study of Quality Assurance
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Chapter 8 Large Multi-person Online Game Design Considering 2
8.1 MMOG production challenge
8.2 MMOG Game Constructor and Solution
8.3 mmog game design factors
8.4 mmog games and design orientations
8.5 Sports enthusiasts or sports groups and mmog games
8.6 Challenge "top baseball online" case study
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Chapter 9 Mobile Phone and Wireless Games
9.1 increasingly prosper
9.2 Design issues on mobile phones
9.3 Case Study of the initial development factors of wireless games
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Chapter 10 starts game development
10.1 Why do you have multiple skills?
10.2 Growth area and new opportunities
10.3 Advertising Game
10.4 Online Game Entertainment with Realistic Controls
10.5 Game Development Frontline Anecdote
10.6 Case Study of the idea of designers
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Chapter 11 Choosing Industry in the Game Development Industry
11.1 Programming Design
11.2 Artists
11.3 game design
11.4 Game production
11.5 sound
11.6 Quality Assurance
11.7 Founding Independent Game Studios
11.8 Division of the game studio
11.9 About Test Ways Case Studies
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Appendix A Reference Information
Tools discussed by Appendix B
Appendix C Professional Guidance Work Order
Appendix D Designers' Fast Theme Summary
Appendix E Top Baseball Online Outline