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Level Up!: The Guide to Great Video Game Design 1st Edition


Level Up! The Guide to Great Video Game Design by Rogers, Scott. Published by Wiley,2010, Binding: Paperback

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Editorial Reviews

Amazon.com Review

Want to design and build cutting edge video games?  Not sure where to start?  Or just want to tweak the projects you're already working on?
Then this is the book for you!

Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants.  This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know about designing great video games.

Level Up! has been written with all levels of game designers in mind.  From beginner level through to the more experienced game designer.

It covers the entire video game creation process, allowing you to learn:

  • How to develop marketable ideas
  • What perils and pitfalls await them during a game's pre-production, production and post-production stages
  • Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics

    All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.

    Other topics covered:

    • Understanding what gamers want
    • Compelling character design
    • Working with player actions
    • Techniques for non-human characters
    • Camera techniques - the camera as a character
    • Designing UI and HUD
    • Use level design to tell game's story
    • What game designers can learn from theme parks
    • Combat, puzzles and game mechanics
    • Fun and UNFUN
    • How to make the world's greatest Boss battle (and why not to do it)

      and tons more - including the business of design, creating design documents, the pitch and more.  The book also contains templates to create your own pitch and design documents.

      Tips for Creating Virtual Easter Eggs
      Amazon-exclsuive content from the author

      Spring is here! The sun is shining, the flowers are blooming and the bunnies are doing what they do best… hiding Easter eggs. Video game designers hide Easter eggs too, but not the kind of Easter egg that you smell in September if you don’t find it in April. In fact, in video games, the term Easter egg has less to do with the egg itself, and more to do with it being surprises hidden within a video game for the player to find - like a virtual Easter egg hunt. The first Easter egg appeared in Adventure (Atari, 1979) when programmer Warren Robinett hid his in-game credit behind a secret wall. This kicked off a tradition of developers putting themselves (and loved ones) into their games. Can you find the developers in Doom II, Maximo: Ghost to Glory, Saints Row 2 and Drawn to Life? (I’ll wait.) Easter egg cameos aren’t limited to real people. Players can discover Yoshi in Mario 64 (Nintendo, 1996), battle Reptile in Mortal Kombat (Midway, 1992) or play as Cloud Strife in Final Fantasy Tactics. (Square, 1997)

      Easter eggs come in all shapes and sizes - from hidden images, music tracks and secret encoded messages to full blown additional game experiences. Blizzard, for example, has a fine tradition of Easter eggs in their games. Diablo 2 features an entire level filled with killer cows while World of Warcraft treated their subscribers to a literal Easter egg hunt for eggs filled with virtual candy and costumes. The Metal Gear series is infamous for its Easter eggs including ones where you can shoot Nintendo’s mascot Mario, battle zombies and spy on scantily clad women.

      Not all Easter eggs are filled with delicious candy; a few rotten eggs have spoiled the basket. The most infamous Easter egg is “hot coffee” a sex themed mini-game in Grand Theft Auto: San Andreas. (Rockstar, 2004) The mini-game was “remmed out” by the game’s developer before release but was accessible by hacking the game’s code. Despite the fact that the average consumer could not access the mini-game, its discovery caused the ESRB to change the game’s rating to an AO - the gaming industry’s equivalent to an X rating. Retailers refused to carry the game, all copies were pulled from store shelves and the entire stock of the game with the hot coffee code removed had to be reprinted. Here’s a few more tips what to do (and what not to do) when creating Easter Eggs for your game:

      1) Use common sense
      Don’t create your Easter egg from pornographic or copywritten material. A programmer was fired because of a mature themed Easter egg added in SimCopter (Maxis, 1996) and an entire print run of Tiger Wood 99 PGA Golf Tour (EA, 1999) was recalled because it housed an unauthorized episode of the cartoon South Park. Instead, think about what your audience would want to find. Will what they find be worthwhile to player? There’s nothing sadder than an Easter egg that isn’t filled with candy.

      2) Foreshadow
      Participants on a real Easter egg hunt know they are looking for eggs - your player should too. Drop clues throughout your game levels to let the player know there are things to find. Use hidden messages, character dialogue or world geometry to let the player know there is something to look for. The aforementioned cow combat level in Diablo 2 started as a series of running jokes in Diablo and Starcraft. Players were expecting a cow level even before it came out. Reverse psychology works well too - a sign in Grand Theft Auto: San Andreas reads “There are no Easter Eggs here” even though there are several Easter eggs hidden throughout the game.

      3) Hide in plain sight
      Just like in Poe’s classic detective story “The Purloined Letter”, players never expect Easter eggs to be hidden in a “logical place”. They will search in the most unobvious places, using unusual methods of detection because they are looking for a “hidden object.” But while hiding objects can be a battle of wits between the designer and player, I prefer to err on the side of the player. Players love to experience that “ah-ha!” moment when they find your Easter eggs - after all, that’s why you created them!

      When all is done, I’ve always found that watching players discover Easter eggs is just as much fun as hiding them. Just remember to be fair; make it fun for you as well as the player and give ‘em the “good candy” for their reward! (And not that ribbon candy your Grandma buys.)

From the Back Cover

Want to learn how to create cutting-edge video games? Need some advice to improve your current game? Then get ready to Level Up!

Scott Rogers, the video game designer behind hits such as Pac-Man World, God of WarTM, the Maximo Series, and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:

  • Create what gamers want
  • Bring compelling (and playable) characters to life
  • Build game levels that tell stories and challenge players
  • Design everything from controls to cutscenes to combat
  • Structure your game documents for success
  • Pitch your game like the professionals

    Level Up! has been written with all levels of game designers in mind. Over 400 drawings illustrate design concepts and common pitfalls of game design, making Level Up! an indispensible guide for video game designers both 'in the field' and the classroom.

    So what are you waiting for? Grab this book and prepare to Level Up!

Product details

  • ASIN ‏ : ‎ 047068867X
  • Publisher ‏ : ‎ John Wiley & Sons Inc; 1st edition (January 1, 2010)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 492 pages
  • ISBN-10 ‏ : ‎ 9780470688670
  • ISBN-13 ‏ : ‎ 978-0470688670
  • Item Weight ‏ : ‎ 2 pounds
  • Dimensions ‏ : ‎ 7.5 x 1.25 x 9 inches

About the author

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Scott Rogers
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After discovering that game designers have more fun, Scott Rogers embarked on a 25+ year career in games. He has helped design many successful video games including: Pac-Man World, the Maximo series, God of War, Drawn to Life series, Darksiders and Warhammer 40K. A former Disney Imagineer, Scott has designed board games (Pantone the Game, Rayguns and Rocketships), authored books (Level Up! The Guide to Great Video Game Design and Swipe This! The Guide to Touchscreen Game Design) and is featured in the documentary film Gamemasters (2020). He has taught game design at USC's prestigious school of interactive media and at the New York Film Academy in Los Angeles where he is the host/producer of their popular Masters of Game Design speaker series. Scott lives just outside Los Angeles with his lovely wife, two children and many, many action figures, comic books, video and board games.

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Customer reviews

4.6 out of 5 stars
155 global ratings

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Customers say

Customers find the book knowledgeable about game design and appreciate its helpful tips for new designers. The writing style is down-to-earth and easy to understand, while the book is filled with quirky illustrations that make it an entertaining read. Customers value the great pieces of advice and find the humor engaging, with one customer noting how it covers a broad range of subject matter.

AI-generated from the text of customer reviews

54 customers mention "Information quality"50 positive4 negative

Customers praise the book's knowledge about game design and its helpful tips for budding new designers, with one customer noting it provides many good clear examples.

"...It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should..." Read more

"...laundry list of a book review: Well-organized, logical sequence, informative and evocative drawings, buttressed by examples, exhaustive coverage,..." Read more

"...It has great pieces of advice, and guides you when choosing important details about your game, such as your characters, camera, atmosphere, enemies,..." Read more

"...Level Up explores the basics of game design and does so in an entertaining and highly accessible fashion...." Read more

42 customers mention "Readability"42 positive0 negative

Customers find the book highly readable, describing it as an amazing and entertaining read that makes great games, with one customer noting it is to the point.

"...Buy Level UP!, read it cover to cover and go back to it often in your times of need - and believe me there will be many times of need if you work..." Read more

"...At the end of this very entertaining book is the heart of a Real Game, the Game Design Document...." Read more

"...That said, this still is an incredible book, and if you expect to design a combat-based game of any kind, this book will teach you a great deal of..." Read more

"...Level Up explores the basics of game design and does so in an entertaining and highly accessible fashion...." Read more

30 customers mention "Writing style"30 positive0 negative

Customers appreciate the writing style of the book, finding it easy to understand and down to earth, with one customer noting how well the text is broken up.

"...book is full of great information as well as being organized and laid out well, which makes it an ideal reference work for real-world game designers...." Read more

"To go through the usual laundry list of a book review: Well-organized, logical sequence, informative and evocative drawings, buttressed by examples,..." Read more

"...level, HUD and combat design, and also cinematography, writing of a game design document, how to deal with controls and mechanics, and much..." Read more

"...add to the humorous tone of the book, they do a better job of illustrating the book's concept than any number of screen caps could...." Read more

16 customers mention "Illustrations"16 positive0 negative

Customers appreciate the book's illustrations, which are filled with quirky cartoons, and one customer notes how the author uses them to assist his points.

"...It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should..." Read more

"...a book review: Well-organized, logical sequence, informative and evocative drawings, buttressed by examples, exhaustive coverage, good spelling, and..." Read more

"...from the briefest flip through the pages, are the cartoons the author uses to assist his points...." Read more

"...quirky illustrations and memorable one-liners, it introduces a variety of design concepts over the course of its 500 or so pages, expounds upon them..." Read more

11 customers mention "Advice quality"11 positive0 negative

Customers find the advice in the book useful and practical, with one customer noting it serves as a great refresher.

"...This book is very good. It has great pieces of advice, and guides you when choosing important details about your game, such as your characters,..." Read more

"...A great piece for a technical expert who is looking for ideas on what to make the game about...." Read more

"..." book written by a "guy in the bus," yet is able to give some very savvy advice...." Read more

"...It's also a great refresher if you've been working in the industry (because we all know you can't remember 100% of everything 100% of the time)...." Read more

8 customers mention "Humor"8 positive0 negative

Customers enjoy the book's humor, with one mentioning how it uses humor to educate game designers.

"...Not only do they add to the humorous tone of the book, they do a better job of illustrating the book's concept than any number of screen caps..." Read more

"...all the basics he's learned about game design in his nonchalant, witty attitude, making it a pleasure to read...." Read more

"...It's simple and humorous reading all while speaking from Scott's distinguished career...." Read more

"...Be warned though - it is funny and informative at the same time. Some people can't handle this combination... are you a bad enough dude?" Read more

5 customers mention "Broad scope"5 positive0 negative

Customers appreciate the book's broad scope, with one customer noting it covers a wide range of subject matter, including large-studio structure.

"...informative and evocative drawings, buttressed by examples, exhaustive coverage, good spelling, and witty exposition...." Read more

"...It's informative, entertaining and covers a broad swath of subject matter in good detail." Read more

"...of design concepts over the course of its 500 or so pages, expounds upon them at length (I DID just say it was 500 pages), and still leaves you..." Read more

"...There are chapters that cover large-studio structure, game design documents, brevity in one's publishing pitch, ideal pacing, smart pre-production..." Read more

Top reviews from the United States

  • Reviewed in the United States on October 5, 2011
    If you are serious about making fun and successful videogames you will buy, read, and learn from this book. Whether you're just starting out or a seasoned professional, putting the information from Level UP! into practice will make your games better.

    How do I know? Not only have I read the book, I was also Scott's boss at THQ from 2009-2010 when I worked there as Director of Creative Management. I was PAID to write his job reviews then, now I'm offering this review to you gratis.

    THE AUTHOR

    Scott was our department's heavy hitter when it came to nuts and bolts game design. He was a lifelong gamer (pen and paper as well as video game) who had been in the business from the early days. He'd seen and played it all, but more importantly he studied it. He had a detailed understanding of the underlying mechanics, psychology, and technical aspects of game design.(While I still haven't forgiven him for making Maximo (Capcom) too difficult early in his career) Scott was the go-to guy in the company for making good games better and "troubled" games shippable.

    He also put together a little booklet on game design basics that got passed around the office and among some of the developers who we worked with. It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should already know." It's been my experience that most people working professionally in business don't know, or simply ignore this stuff and this is why a large number of the commercially released games fall short of reaching their potential.

    Level UP! was created when Scott finally decided to "put on his daddy pants" (his words, not mine) and turn his booklet into a full-fledged book for the masses. I'm glad he did.

    THE BOOK

    The book opens with an overview of video game history and a general description of who does what on a development and publishing team. It's good for beginners; seasoned pros can skip to chapter two. Here, Scott discusses how to start with an idea and build it into a concept. Chapter three is about the story of the game, or what the game is about. Here Scott introduces his concept of "The Triangle of Weirdness." Ignore it at your own peril.
    Chapter four is about writing the Game Design Document (a thankless task). It is full of helpful information including Scott's "Beat Chart" - a tool for developing and mapping the structure of your game.

    By Chapter Five, Scott begins disclosing the things you only learn from years of experience in the business; things about Characters, Cameras and Controls. Next is walking, jumping, climbing and all other manners of character motion in games. One of my favorite Scott quotes that made it into the book is "Walking isn't Gameplay." It's right here on page 96.

    The rest of the book delves ever deeper into all types of design and execution topics. It's peppered with Scott's illustrations which are included to clarify and entertain. You may, or may not, care for their style but you'll find them simply rendered and easy to understand.

    The book is full of great information as well as being organized and laid out well, which makes it an ideal reference work for real-world game designers. Crucial information is clearly called out and easy to find. Each chapter ends with a synopsis of its "Universal Truths and Clever Ideas" and the table of contents and index were obviously created with care to make finding what you're looking for a breeze.

    I was the first person to pre-order this book on Amazon. I bought it and paid full price rather than asking Scott to get me a complimentary copy because I believed the information in it would be valuable to me and my career. It has been.

    If you're serious about a career in this business of video games you owe it to yourself to do as I've done. Buy Level UP!, read it cover to cover and go back to it often in your times of need - and believe me there will be many times of need if you work in this business.

    Laddie Ervin
    Scott's former boss
    and video game industry professional
    57 people found this helpful
    Report
  • Reviewed in the United States on October 18, 2010
    To go through the usual laundry list of a book review: Well-organized, logical sequence, informative and evocative drawings, buttressed by examples, exhaustive coverage, good spelling, and witty exposition. This book meets all those criteria with flying colors. And plenty of history to provide context, but it is not a history book, it is a very practical guide to game making. As the author makes clear, it is a reference book crammed with tips that you can consult often.

    Unlike many self-help books, it doesn't go through "constructing a sample game," inevitably a boring academic exercise that would be pointless in an industry where uniqueness is prized. Every game genre is covered specifically for their own strengths and pitfalls. Technical aspects such as using a camera are constantly balanced with the psychological aspects of player response. In spite of topical organization it moves along like a fast adventure, which inspires confidence that the author knows what he's talking about.

    At the end of this very entertaining book is the heart of a Real Game, the Game Design Document. When I saw the GDD outline I cracked up: "Oh, there's the syllabus!" I can see an old media class now--trot this 10 page monster out first and totally kill all hope in the class as they contemplate the list of topics to fill in. But Mr. Rogers did this right, by putting it at the end; by the time you get there you should be able to easily answer all the points in regard to a game idea. A perfect end summation.
    One person found this helpful
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  • Reviewed in the United States on April 3, 2011
    I am not an experienced designer at all. I want to design my first game, and decided to buy this book and "The Art of Game Design: A book of lenses".

    This book is very good. It has great pieces of advice, and guides you when choosing important details about your game, such as your characters, camera, atmosphere, enemies, etc.

    What this book lacks, however, is a broader view on video games. It is an excellent choice if you are designing a FPS, TPS, RPG, Action-Adventure, Platform, or any other type of combat-based or side-scrolling games. On the other hand, when you need aid on designing any type of casual, puzzle, simulator, sport, driving, or other less common game genre, this book lacks the exponentially broader approach that "The Art of Game Design" takes for granted.

    That said, this still is an incredible book, and if you expect to design a combat-based game of any kind, this book will teach you a great deal of what you need to know. It includes character, enemy, level, HUD and combat design, and also cinematography, writing of a game design document, how to deal with controls and mechanics, and much more.

    If you need a reference for designing a modern, combat-ridden, 3D o platform game, this is a great choice. However, if you need advice on a more deep level, insight on the base of what makes any game fun, and how to apply that into a game in any genre, "The Art of Game Design: A book of lenses" is what you are looking for.
    2 people found this helpful
    Report

Top reviews from other countries

  • Chema Egea
    5.0 out of 5 stars Maravilla.
    Reviewed in Spain on September 8, 2013
    A la vez que lees, la forma de escribir de Scott hace que estés entretenido y te acuerdes de prácticamente todo lo que hay escrito. En un principio puede parecer extenso, pero se hace muy llevadero, y no tiene un inglés complicado, con un nivel medio de inglés prácticamente entiendes todo el libro.
  • John Brinkley
    5.0 out of 5 stars I've not even finished and it's awesome
    Reviewed in the United Kingdom on July 25, 2013
    I'm on 'level 3' of this book so far, and already it's absolutely fantastic. Chock full of invaluable bits of information from virtually every post within the gaming industry. He focuses mostly on designing (being a designer himself) which is of great interest to me as it's what I'd love to do. But even if you don't want to be a games designer, he has such a huge amount of knowledge on so many different posts within the industry that you'll be able to get use out of it regardless of what you want.

    I thoroughly recommend this for anyone who wants to get into the gaming industry in any capacity, or even if you're just interested in how the video games process works.
  • Otto
    5.0 out of 5 stars Unterhaltsam und Interessant gleichermaßen
    Reviewed in Germany on January 17, 2014
    Ob das Buch wirklich gut ist, dazu fehlt es mir leider noch an vergleichbaren Werken.
    Aber es ist auf jeden Fall sehr anfängerfreundlich. Es beginnt wirklich bei 0. Von einer kleiner Einleitung bis hin zur Erstellung eines Game Design Document. Witzig und leicht verständlich geschrieben. Unterstützt durch zahlreiche Zeichnungen. Dies war für mich besonders angenehm. Nicht weil ich gerne Bildchen anschau, sondern sie unterstützen den Inhalt und schaffen es auch Büchermuffel fürs Lesen zu begeistern. Nicht ganz bilig, aber meiner Meinung nach sein Geld wert.
  • Giranath
    5.0 out of 5 stars Un chef d'oeuvre
    Reviewed in Canada on July 15, 2012
    J'ai adorer lire chacune des pages de ce merveilleux livre, facile de compréhension même s'il est rédigé dans ma deuxième langue. L'auteur m'as permis d'assimiler beaucoup de renseignement avec une bonne touche d'humour. Je le recommande à tout ceux qui veulent en apprendre plus sur le "Game Design" ou tout simplement aux passionnés de jeux vidéo.
  • Judy A. Ricketts
    5.0 out of 5 stars Level Up! - A short Review
    Reviewed in Canada on February 12, 2014
    A Christmas present for my fourteen-year-old grandson. He gives it fives stars and said it explains a lot of things that he'd previously wondered about. He writes computer programs for games and is an expert in finding 'glitches' in other programs.