CONTENIDO: PART I: HOW TO USE THIS BOOK
Using This Book as a Reference
Brainstorming and Research
PART II: WHICH GAME WILL YOU MAKE?
Hooks
What Publishers Want
Game POV and Game Genres
Business Models
Branding
Protecting Your Intellectual Property
PART III: STORYTELLING
Storytelling Techniques
Movie Genres
SCENARIOS PART IV: CHARACTERS
Character Design
Character Roles and Jobs
Enemies
Character Abilities
Speech
PART V: WORLDS
Game Worlds
Travel
Objects and Location
Music and Sound
PART VI EXPERIENCE DESIGN
Section A: The Elements of Experience
Experiential Design
Game Conventions and Clichés
Section B: Goals and Rewards
Goals
Rewards, Bonuses, and Penalties
Section C: Obstacles
Barriers, Obstacles, and Detectors
Traps and Counter Traps
Puzzles
Section D: Time
Controlling Pacing
Section E: Communication
Ways to Communicate with the Player
Section F: Common Problems
Common Game Design Problems
Ways to Die
PART VII: WEAPONS AND ARMOR
Historical and Cultural Weapons
Standard Modern Weaponry and Armor
Epilogue
Index