David Perry on Game Design: A Brainstorming ToolBox: A Brainstorming ToolBox

David Perry on Game Design: A Brainstorming ToolBox: A Brainstorming ToolBox

David Perry on Game Design: A Brainstorming ToolBox: A Brainstorming ToolBox

David Perry on Game Design: A Brainstorming ToolBox: A Brainstorming ToolBox

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Overview

Do you want to learn how to make your game characters look and move more realistically? Character Animation with Direct3D shows you how to apply fundamental character animation techniques to Direct3D technology to bring your characters to life. Beginning with a brief history of character animation, you'll be introduced to the most common types of character animation.This book covers skeletal animation, morphing, inverse kinematics, ragdoll animation, and much more. You'll start with a basic 3D character that you'll bring to life as you work your way through each chapter. Throughout the course of the book you'll learn how to create a character that can walk, talk, collide with objects, fall, and more.You'll utilize skeletal animation for overall movement and morphing animation techniques for more refined movement such as changes in facial expression. You can apply the character animation skills you learn in this book to any game genre. Character Animation with Direct3D is perfect for any game developer looking to create more life-like and interesting game characters.

Product Details

ISBN-13: 9781584506911
Publisher: Course Technology PTR
Publication date: 01/03/2009
Sold by: CENGAGE LEARNING
Format: eBook
Pages: 1072
File size: 3 MB

About the Author

About The Author

David Perry is a 25-year video game industry veteran. Perry launched his professional career at just 15 years of age by writing video game programming books in his native Northern Ireland. Since then, Perry or his studio Shiny Entertainment has developed numerous games (including The Terminator, Teenage Mutant Ninja Turtles, Mc Donald's Global Gladiators, 7-Up's Cool Spot, Disney's Aladdin, Earthworm Jim, MDK, Sacrifice etc.) His last console titles were based on the Matrix franchise from Warner Brothers. His games have sold an estimated one BILLION dollars at retail. After selling Shiny to Atari, Perry is now the Chief Creative Officer of Acclaim Games and is also the founder of a new company called GameInvestors.com (to help developers find funding for their games.) Perry sits on the Advisory Boards of the Game Developers Conference, the Hollywood and Games Conference, the Gamers Expo & Westwood College. He's a regular speaker at key industry events and has even spoken at prestigious events like at the TED.COM conference, and at universities like MIT, USC, UCLA etc. In July 2008 he's being awarded a Doctorate by Queen's University at the same time as the Prime Minister of England (Tony Blair.) Here's a Google link for him that brings up 230,000 web pages: http://tinyurl.com/ywb4bg Perry's name is practically a household name among game players and professionals in the game industry, and this is his first book. Perry has always promoted talent and encouraged aspiring designers, and this book is his way of offering something "real," practical and useful to designers everywhere. His biggest frustration with game development books that tell you to make innovative games, but don't tell you how. We plan to change that.

Rusel DeMaria has been a writer in the game industry since 1981, and has written more than 60 game-related books. The founding editor and creative director of Prima Publishing's acclaimed strategy guide division for 6 years and former senior editor of three national video game magazines, DeMaria is one of the most experienced writers/journalists in the video game industry. He has been a columnist in magazines and newspapers nationally and internationally, has consulted and written privately for several top game companies and continues to write high-profile books, working with some of the biggest companies in the business. DeMaria is now the assistant director and a design consultant/producer for Acclaim Games. He is the author of "Reset: Changing the Way We Look at Video Games" from Berrett-Kohler Publishers and a co-author of the upcoming David Perry on Game Design: A Brainstorming Toolbox (1584506687).

Table of Contents

Part I: How to Use This Book Chapter 1: Using This Book as a Reference Chapter 2: Brainstorming and Research Part II: Which Game Will You Make? Chapter 3: Hooks Chapter 4: What Publishers Want Chapter 5: Game POV and Game Genres Chapter 6: Business Models Chapter 7: Branding Chapter 8: Protecting Your Intellectual Property Part III: Storytelling Chapter 9: Storytelling Techniques Chapter 10: Movie Genres Chapter 11: Scenarios Part IV: Characters Chapter 12: Character Design Chapter 13: Character Roles and Jobs Chapter 14: Enemies Chapter 15: Character Abilities Chapter 16: Speech Part V: Worlds Chapter 17: Game Worlds Chapter 18: Travel Chapter 19: Objects and Location Chapter 20: Music and Sound Part VI Experience Design Section A: The Elements of Experience Chapter 21: Experiential Design Chapter 22: Game Conventions and Cliches Section B: Goals and Rewards Chapter 23: Goals Chapter 24: Rewards, Bonuses, and Penalties Section C: Obstacles Chapter 25: Barriers, Obstacles, and Detectors Chapter 26: Traps and Counter Traps Chapter 27: Puzzles Section D: Time Chapter 28: Controlling Pacing Section E: Communication Chapter 30: Ways to Communicate with the Player Section F: Common Problems Chapter 31: Common Game Design Problems Chapter 32: Ways to Die Part VII: Weapons and Armor Chapter 33: Historical and Cultural Weapons Chapter 34: Standard Modern Weaponry and Armor Chapter 35: Epilogue

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