An edition of Game Design: Secrets of the Sages (1999)

Game Design: Secrets of the Sages

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Last edited by "Teary Eyes" Anderson
March 15, 2011 | History
An edition of Game Design: Secrets of the Sages (1999)

Game Design: Secrets of the Sages

Fourth Edition
  • 0 Ratings
  • 20 Want to read
  • 0 Currently reading
  • 2 Have read

This book was bundled with the CD-ROM "Game Programming Starter Kit 6.0" and shares its item numbers, it is updated with information on the program that accompanied the book as well as new 'Forward', new art work, and revised throughout. While other editions list this book as "Edited by Marc Saltzman", this version does have an 'About the Author' section with that being the only credited version of his name in this book. There are excerpts from 160 interviews, done by the author/editor and a introduction 'Forward' by Nolan Bushnell. There is also 86 biographies.

Publish Date
Publisher
Pearson Education
Language
English
Pages
589

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Previews available in: English

Edition Availability
Cover of: Game Creation and Careers: Insider Secrets from Industry Experts
Game Creation and Careers: Insider Secrets from Industry Experts
2003, July 4, New Riders Publishing, New Riders
Paperback in English
Cover of: Game Design: Secrets of the Sages
Game Design: Secrets of the Sages
2002, July 19, Pearson Education
Paperback in English - Third Edition
Cover of: Game Design - Secrets of the Sages - 3rd Edition
Game Design - Secrets of the Sages - 3rd Edition
May 2002, Pearson Software
Unknown Binding - 3rd edition
Cover of: Game Design: Secrets of the Sages
Game Design: Secrets of the Sages
2002, October 7, Pearson Education
Paperback in English - Fourth Edition
Cover of: Game Design
Game Design: Secrets of the Sages
2000, May 15, BradyGames
Paperback in English - Second Edition
Cover of: Game Design: Die Geheimnisse der Profis
Game Design: Die Geheimnisse der Profis: Erfahrungen der besten Designer der Welt
2000, Dezember, Markt und Technik, X-Games
Paperback in German
Cover of: Game Design: Die Geheimnisse der Profis
Game Design: Die Geheimnisse der Profis
2000, August 15, Markt und Technik
Paperback in German - Zweite Ausgabe
Cover of: Game Design: Secrets of the Sages
Game Design: Secrets of the Sages
1999, June 29, BradyGames
Paperback in English

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Book Details


Table of Contents

Forward. By Nolan Bushnell. viii
Introduction. So, You Wanna Make Games for a Living, Huh?. 1
Part I. Pre-Production.
Chapter 1. Game Genres and Playing Perspectives. 3
Game Genres. 3
Action. 3
Strategy. 3
Adventure. 4
Role-Playing [RPGs]. 4
Sports. 5
Simulations or Sims. 5
Puzzle or "Classic" Games. 6
Playing Perspectives. 7
First-Person Perspective. 7
Third-Person Prespective. 7
Top-Down Perspective. 9
Isometric. 9
Flat, Side-View. 9
Text-Based Games. 10
Chapter 2. General Game Design: Action/Arcade Games. 11
Jason RUbin, Naughty Dog. 11
Shinji Mikami, Capcom. 12
Brendan Mcnamara, Sony Computer Entertainment Europe/Team Soho. 14
Yu Suzuki, Sega. 16
Hironobu Sakaguchi, Square, Ltd. 18
Chris Cross, Electronic Arts Los Angeles [EALA]. 19
American Mcgee, Carbon6 Entertainment. 22
Cliff Bleszinski, Epic Games. 24
David Jafe, Sony Computer Entertainment america. 26
Hideo Kojima, Konami. 30
Lorne Lanning, Oddworld Inhabitants. 30
Gabe Newell, Valve Software. 33
George Broussard, 3D Realms. 34
Scott Miller, 3D Realms. 35
Reid Schneider and Pierre Rivest, Ubi Entertainment. 37
David Perry, Shiny entertainment. 38
Minh Le, Valve Software. 41
Mathieu Ferland, Ubi Soft. 42
Mike McCoy, Ubi Soft. 45
David dienstbier, Acclaim. 48
Randy Smith, Ion Storm Austin. 50
Erin Roberts, Digital Anvil. 51
Denny Thorley, Day 1 Studios. 52
Chapter 3. General Game Design: Strategy Games. 55
Sid Meier, Firaxis. 55
Bill Roper, Blizzard North. 56
Persistence of Vision. 56
Letting Go. 56
Taking Time for Tools. 57
Brian Reynolds, Big Huge Games. 59
Bruce C. Shelley, Ensemble Studios. 60
Peter Molyneux, Lionhead Studios. 63
Alex Garden, Relic Entertainment. 64
Louis Castle, Westwood Studios. 65
Chris Sawyer, Freelance. 66
Rick Goodman, Stainless Steel Studios. 68
Phil Steimeyer, Poptop Software. 69
Ed Del Castillo, Liquid Entertainment. 70
Chapter 4. General Game Design: Sports, Simulations, Adventure Games, and Puzzles. 73
Sports Games. 73
Kevin Wilkinson, EA Sports. 73
Mark Dickenson, The 3DO Company. 76
Jeremy Strauser, EA Sports. 77
Steven Chiang, EA Sports. 78
Mike Olsen, EA Sports. 79
Steven Rechtschaffner, Electronic Arts Canada. 81
Dave Davis, Electronic Arts. 82
Kenji Kanno, Hitmaker Studios/Sega. 85
Will Wright, Maxis Software. 87
Bruce Williams, Microsoft. 89
Steve Hunt, Rage. 90
Fred Markus, Angel Studios. 91
Ed Martin, Electronic Arts. 92
Adventure Games. 95
Tim Schafer, Double Fine Productions. 95
Denis Dyack, Silicon Knights. 97
Phil Saunders, Presto Studios. 99
Ragnar Tørnquist, Funcom. 100
Ron Gilbert, Hulabee Entertainment. 103
Puzzle Games. 104
Harry Gottlieb. 104
Alexey Pajitnov. 105
Toshihiro Nagoshi, Amusement Vision/Sega. 107
Chapter 5. General Game Design: Role-Playing Games (RPGs) and Persistent Online Worlds. 109
Role-Playing Games. 109
Bill Roper, Blizzard Entertainment. 109
Matt Householder, Blizzard North. 112
Tim Cain, Troika Games. 113
Chris Taylor, Gas Powered Games. 115
Todd Howard, Bethesda Softworks. 118
Warren Spector, Ion Storm Austin. 119
Ray Muzyka and Greg Zeschuk, BioWare. 121
Harvey Smith, Ion Storm Austin. 127
Massively-Multiplayer Games. 127
Brad McQuaid, Sony Online Entertainment. 127
Richard "Lord British" Garriott, NCsoft. 131
Michael Waite, Electronic Arts. 132
Will Wright, Maxis Software. 136
Gordon Walton, Maxis Software. 136
Craig Alexander, Westwood Studios. 138
Shane Dabiri, Blizzard Entertainment. 140
Chapter 6. Creating Characters, Storyboarding, and Design Documents. 143
Shigeru Miyamoto, Nintendo. 144
Lorne Lanning, Oddworld Inhabitants. 145
Tsunekazu Ishihara, Pokémon Co. 148
Toshihro Nagoshi, Amusement Vision/Sega. 149
David Perry, Shiny Entertainment. 150
George Broussard, 3D Realms. 152
Scott Miller, 3D Realms. 155
Jason Rubin, Naughty Dog. 155
Toby Gard, Confounding Factor. 157
Yuji Naka, Sega. 159
Yu Suzuki, Sega. 159
Hideo Kojima, Konami. 160
Michel Ancel, Ubi Soft Entertainment. 161
Tim Schafer, Double Fine Productions. 162
Gabe Newell, Valve Software. 163
Alex Garden, Relic Entertainment. 163
Bruce C. Shelley, Ensemble Studios. 163
Noah Falstein, The Inspiracy. 164
Phil Steinmeyer, Poptop Software. 167
Phil Saunders, Presto Studios. 167
Ragnar Tørnquist, Funcom. 167
Ron Gilbert, Hulabee Entertainment. 169
Daniel Greenberg, Freelance. 170
Bill Roper, Blizzard Entertainment. 173
Matt Householder, Blizzard North. 174
Chris Taylor, Gas Powered Games. 174
Warren Spector, Ion Storm Austin. 175
American Mcgee, Carbon6 Entertainment. 176
Chapter 7. Master Design Document Template. 179
Chapter 8. Level Design. 191
Paul Jaquays, Ensemble Studios. 191
Paul Jaquays' 26 Level Design Tips. 193
Paul's Advice on Game Design. 195
Tim Willits, ID Software. 196
Single-Player Levels. 197
Deathmatch Levels. 199
"Capture the Flag" Games". 200
Richard "Levelord" Gray, Ritual Entertainment. 202
Cliff Bleszinski, Epic Games. 204
Peter Hirschmann, Electronic Arts. 208
Chris Foster, Raven Software. 212
Michael Raymond-July, Raven Software. 212
Jeff Lane, Valve Software. 214
Stevie Case, Monkeystone Games. 215
Chapter 9. Puzzle Design. 219
Lorne Lanning, Oddworld Inhabitants. 220
George Broussard, 3D Realms. 221
Tim Schafer, Double Fine Productions. 222
Phil Saunders,Presto Studios. 222
Ragnar Tørnquist, Funcom. 224
Gabe Newell, Valve Software. 224
Michael Raymond-July, Raven Software. 225
Chris Foster, Raven Software. 225
Chapter 10. Mission Design. 227
Greg Street, Ensemble Studios. 228
Rob Pardo, Blizzard Entertainment. 231
James SchmalZ, Digital Extremes. 234
Louis Castle, Westwood Studios. 234
Fred Markus, Angel Studios. 235
Harvey Smith, Ion Storm Austin. 235
Randy Smith, Ion Storm Austin. 237
Peter Hirschmann, Electronic Arts. 238
Part II. Production.
Chapter 11. Programming Theory. 241
Alan Lawrance, Volition. 241
John Slagel, Volition. 245
Tim Sweeney, Epic Games. 249
Sid Meier, Firaxis Games. 252
Shigeru Miyamoto, Nintendo. 253
Don Hopkins, Freelance. 253
Bartosz kijanka, Gas Powered Games. 257
Stephen White, Naughty Dog. 261
Catherine Roy and Éric Allard, Ubi Soft Entertainment. 263
Brian Reynolds, Big Huge Games. 265
David Wu, Pseudo Interactive. 266
Peter Molyneux, Lionhead Studios. 268
Louis Castle, Westwood Studios. 269
Greg Thomas, Sega of America/Visual Concepts. 269
Steve Hunt, Rage. 270
James Schmalz, Digital Extremes. 272
Doug Church, Freelance. 274
John Scott, Raven Software. 276
Michael Raymond-July, Raven Software. 277
Ed Magnin, Magnin & Associates. 278
Richard Vanner, Dark Basic Software, Ltd. 280
Chapter 12. Artificial Intelligence (AI). 287
Brian Reynolds, Big Huge Games. 287
The Interative Design Process. 287
Start Simple. 288
Double or Splitting Your Values. 288
Sid Meier, Firaxis Games. 288
Bruce C. Shelly, Ensemble Studios. 290
Chris Sawyer, Freelance. 291
Will Wright, Maxis Software. 292
Warren Spector, Ion Storm Austin. 292
David Wu, Pseudo Interactive. 292
Steve Hunt, Rage Software. 293
Alan Lawrance, Volition. 294
Don Hopkins, Freelance. 295
John Scott, Raven Software. 295
Richard Evans, Lionhead Studios. 296
Chapter 13. Game Art and Animation. 299
Ian Lloyd, Electronic Arts. 299
Rodney Alan Greenblat, Freelance. 304
John Miles, Electronic Arts UK. 306
Mark Gibbons, Sony Computer Entertainment Europe, Cambridge Studio. 309
Richard Kriegler, Westwood Studios. 314
Takiyoshi Sato, Konami. 316
Lee Petty, Circus Freak Studios. 318
Tetsuya Nomura, Square, Ltd. 325
Don Hopkins, Freelance. 327
Kevin Cloud, ID Software. 328
Reid Schneider and Pierre Rivest, Ubi Soft Entertainment. 331
Catherine Roy, Ubi Soft Entertainment. 332
Greg Thomas, Sega of America. 334
Todd Howard, Bethesda Softworks. 335
Emmanuel Valdez, Midway Entertainment. 336
Communication. 336
Attention to Detail. 336
know When to Say When. 336
Rick Stringfellow, EA Sports. 338
Dan Michelson, Electronic Arts. 342
Don Bluth, Don Bluth Films. 344
Chapter 14. The All-Important User Interface (UI) and Game Control. 349
Steve Rechtshaffner, Electronic Arts. 350
Lorne Lnning, Oddworld Inhabitants. 351
Shigeru Miyamoto, Nintendo. 351
James Schmalz, Digital Extremes. 353
George broussard, 3D Realms. 353
Pierre Rivest, Ubi Soft Entertainment. 354
Catherine Roy, Ubi Soft Entertainment. 354
Sid meier, Firaxis Games. 354
Bruce C. Shelley, Ensemble Studios. 355
Don Hopkins, Freelance. 355
Mark Dickenson, The 3DO Company. 360
Steve Hunt, Rage. 361
Phil Saunders, Presto Studios. 361
Tim Cain, Troika Games. 362
Matt Householder, Blizzard Entertainment. 362
Richard "Lord British" garriott, NCsoft. 362
Michael Waite, Electronic Arts. 364
David Wu, Pseudo Interactive. 364
Todd Howard, Bethesda Softworks. 365
Chapter 15. Sound Engineering. 367
Matthew Lee Johnston, Microsoft. 367
Marty O'Donnell, Total Audio/Bungie Studios/Microsoft. 372
Erik Kraber and Jack Grillo, Electronic Arts Los Angeles. 375
Tommy Tallarico, Tommy Tallarico Studios. 378
Clint Bajakian, The Sound Department. 379
George "The Fat Man" Sanger, Fat Man Music. 382
Chapter 16. Music and Games. 387
Tommy Tallarico, Tommy Tallarico Studios. 387
George "The Fat Man" Sanger, Fat Man Music. 392
Chance Thomas, Hugesound Network. 392
Jeff Kliment, LucasArts. 395
Part III. Post-Production.
Chapter 17. Proper Game Testing. 397
Bill Roper, Blizzard Entertainment. 398
Matt Householder, Blizzard North. 399
Chris Taylor, Gas Powered Games. 400
David Dienstbier, Acclaim. 400
David Jaffe, Sony Computer Entertainment America. 400
Steven Rechtschaffner, Electronic Arts Canada. 401
Bruce Williams, Microsoft. 401
Todd Howard, ethesda Softworks. 402
Warren Spector, Ion Storm Austin. 402
Harvey Smith, Ion Storm Austin. 403
Randy Smith, Ion Storm Austin. 404
Brad Mcquaid, Verant Interactive. 404
Richard "Lord British" Garriott, NCsoft. 405
Sid Meier, Firaxis Games. 406
Eric Tremblay, Ubi Soft Entertainmeent. 406
Harry Gottlieb, Jellyvision. 408
Chapter 18. Technical Support and Customer Service. 411
Robert Riley Jr., THQ. 411
Mark Linn, Interplay. 413
A Good Database. 414
Proper Training. 414
Be a Good Listener. 414
Ernest McCay, 3DO. 415
Chapter 19. Public Relations and Marketing. 419
Public Relations. 420
Tammy Schachter, Konami of America. 420
Jeffrey Castaneda, Rockstar Games. 423
Jeane Wong, Electronic Arts [EA]. 427
Tom Sarris, LucasArts. 429
Chris Olmstead/Harris International. 430
Mike Rubinelli, THQ. 433
Marketing. 433
Mary Bihr, LucasArts. 433
Peter Dille, VP Marketing, THQ. 434
Mike Fischer, Sega. 437
Jason Enos, Konami. 439
Jay Miller, ZIOSoft. 441
Part IV. How to Make It Happen.
Chapter 20. Doing It Yourself and the Shareware Revolution. 443
Howard Tomlinson, Astraware. 443
Chris Kantrowitz, 7ate9. 446
John Romero, Monkeystone. 449
Bill Bales, Friendly Software. 451
Ian Wall, Beermat Software. 454
Shawnee Sequeira, Small Rockets. 457
Steve moraff, Moraffware. 461
thomas Warfield, Goodsol Development. 462
A Final Word. 464
Chapter 21. Breaking Into the Industry. 465
Joel Jewett, Neversoft Entertainment. 466
Paul Jaquays, Ensemble Studios. 468
Bill Roper, Blizzard North. 469
Tim Willits, ID Software. 470
Erin Roberts, Digital Anvil. 470
Chris Taylor, Gas Powered Games. 471
Chris Cross, Electronic Arts Los Angeles. 471
American mcGee, Carbon6 Entertainment. 472
Cliff Bleszinksi, Epic Games. 472
Denny Thorley, Day 1 Studios. 473
Dave Davis, Electronic Arts. 473
Michael Rubinell, THQ. 474
Brendan McNamara, Sony Computer Entertainment Europe [SCEE]. 476
George Broussard, 3D Realms. 477
Ed Martin, Electronic Arts. 477
Lorne Lanning, Oddworld Inhabitants. 477
David Dienstbier, Acclaim. 478
Mike McCoy, Ubi Soft Entertainment. 479
Alex Garden, Relic Entertainment. 479
David Jaffe, Sony Computer Entertainment America. 481
Craig Alexander, Westwood Studios. 481
David Perry, Shiny Entertainment. 482
Scott Miller, 3D Realms. 483
Peter Hirschmann, Electronic Arts. 483
Sid meier, Firaxis Games. 484
Brian Reynolds, Big Huge Games. 484
Bruce C. Shelley, Ensemble Studios. 485
Peter Molyneux, Lionhead Studios. 485
Phil Steinmeyer, Poptop Software. 485
Tim Schafer, Double Fine Productions. 486
Phil Saunders, Presto Studios. 486
Harry Gottlieb, Jellyvision. 487
matt Householder, Blizzard North. 487
Warren Spector, Ion Storm Austin. 487
Ed Del Castillo, Liquid Entertainment. 488
Todd Howard, Bethesda Softworks. 488
Stevie Case, monkeystone Games. 488
Minh Le, Valve Software. 489
Kevin Bachus, Capital Entertainment Group. 489
Chapter 22. Game Agents and Headhunters. 493
Melanie Cambron. 493
Jeff Brunner, Representing Entertainers & Developers [R.E.D.]. 496
Marc Mencher, Virtual Search. 499
Pat Bigley, Prime Candidate. 503
Chapter 23. Design Schools and Courses. 505
Digipen Institute of Technology. 505
Full Sail. 507
Other Schools and Courses to Consider. 507
Chapter 24. Game Design Resources on the Internet. 509
Gamasutra. 509
Key Sites. 513
Essential Gaming E-Zines and Other Game Development Sites. 515
Chapter 25. Key Conventions, Organizations, and Awards. 517
Conventions and Trade Shows. 517
Electronic Entertainment Expo [E3]. 517
Game Developers Conference [GDC]. 518
Independant Games Festival. 518
D.I.C.E. Summit. 518
Electronic Consumer Trade Show [ECTS]. 518
Milia. 518
Siggraph. 519
Gen Con. 519
Comdex, International CES, MacWorld Expo, toy Fairs. 519
Organizations. 519
Other Organizations. 522
Appendix. Biographies. 525
Index. 559

The Physical Object

Format
Paperback
Number of pages
589
Dimensions
23 x 19 x 3 centimeters

ID Numbers

Open Library
OL24616663M
ISBN 10
157595673X

Work Description

This is a career building and advisement guide for beginner, and professional video game jobs. It looks at how games are designed, the characters created, story, and such are developed. It looks at the subject of videogames from the programmers, all the way to support and public relations sides of gaming. There are many excerpts from interviews, done by the author/editor. It has many gray-scale screenshots, production artwork, illustrations, and photographs, of many of the games mentioned and the people involved in making them. There is also tips on, getting an agent, entering gaming design schools, internet services, magazines, conventions and organizations. There is also biographies about the contributors to the book, and an index. This book would later be bundled with the CD-ROM "Game Programming Starter Kit" version's 3.0-6.0 with Editions 2-4. Each edition had updates and revisions, with the "Fourth Edition" having a new 'Forward' by Nolan Bushnell. Although the first two Editions were published by BradyGames, it would later be published by Pearson Education, and later by 'New Riders Publishing' for this last edition the title was changed to "Game Creation and Careers: Insider Secrets from Industry Experts".

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March 15, 2011 Edited by "Teary Eyes" Anderson disc
March 15, 2011 Edited by "Teary Eyes" Anderson disc
March 15, 2011 Edited by "Teary Eyes" Anderson Added new cover
March 15, 2011 Edited by "Teary Eyes" Anderson Added new cover
March 15, 2011 Created by "Teary Eyes" Anderson Added new book.