{"product_id":"swipe-this-9781119966968","title":"Swipe This","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eLearn to design games for tablets from a renowned game designer!    Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games.\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eIntroduction Swipe This Book! 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSome Possible Reasons You Picked Up Swipe This! 2\u003c\/p\u003e \u003cp\u003eWho is This Book For? 2\u003cbr\u003e         \u003cbr\u003eWorking Video Game Professionals 3\u003c\/p\u003e \u003cp\u003eFuture Video Game Designers 4\u003c\/p\u003e \u003cp\u003eStudents of Game Design 5\u003c\/p\u003e \u003cp\u003ePeople Who Love Video Games 6\u003c\/p\u003e \u003cp\u003eWhy Another Book on Game Design? 7\u003c\/p\u003e \u003cp\u003eWhat You Won’t Find in This Book 7\u003c\/p\u003e \u003cp\u003eVery Deep Theory 8\u003c\/p\u003e \u003cp\u003eThe Complete History of Video Games 8\u003c\/p\u003e \u003cp\u003eHow to Program Video Games 9\u003c\/p\u003e \u003cp\u003eHow to Create Video Game Art 9\u003c\/p\u003e \u003cp\u003eLameness 9\u003c\/p\u003e \u003cp\u003eWhat You Will Find in This Book 9\u003c\/p\u003e \u003cp\u003ePractical Information 10\u003c\/p\u003e \u003cp\u003eGood News! 11\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 1 Hardware Wars 13\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eTouch and Go! 18\u003c\/p\u003e \u003cp\u003eMore Things to Be Touchy About 20\u003c\/p\u003e \u003cp\u003eGame On! 21\u003c\/p\u003e \u003cp\u003eDestroy All Humans! 28\u003c\/p\u003e \u003cp\u003eDeveloper Interview 1 Paul O’Connor 29\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 2 Clown-On-A-Unicycle 33\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eLet’s Get High (Concept) 35\u003c\/p\u003e \u003cp\u003eYes, But is It a Game? 39\u003c\/p\u003e \u003cp\u003eReally Quick Guide to the One-Sheet 40\u003c\/p\u003e \u003cp\u003eForm Follows Function 41\u003c\/p\u003e \u003cp\u003eFunction Follows Form 42\u003c\/p\u003e \u003cp\u003eLength Matters 43\u003c\/p\u003e \u003cp\u003eThe Average Play Session Will Last 2 to 5 Minutes 45\u003c\/p\u003e \u003cp\u003eThe Overall Game Length Should Only Be a Few Hours 45\u003c\/p\u003e \u003cp\u003eDevelop Gameplay in Terms of Depth, Not Length 48\u003c\/p\u003e \u003cp\u003eEmphasize Repeatability Over Content 48\u003c\/p\u003e \u003cp\u003eCreate Natural Play Breaks Over the Course of the Game 49\u003c\/p\u003e \u003cp\u003eEmergent Eschmergent 49\u003c\/p\u003e \u003cp\u003eI Want to Be Rich and Powerful 51\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 1 Fruit Ninja HD 53\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 3 Finger Fu! 57\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe Fabulous Folio of Facile Fingering 60\u003c\/p\u003e \u003cp\u003eYou Only Have Two (to Four) Fingers 68\u003c\/p\u003e \u003cp\u003eHands Solo 70\u003c\/p\u003e \u003cp\u003eVirtual Joysticks Suck … or Do They? 75\u003c\/p\u003e \u003cp\u003eHands Get Their Revenge 77\u003c\/p\u003e \u003cp\u003eDeveloper Interview 2 Andy Ashcraft 81\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 4 GenreBusters 85\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMaking a Name 91\u003c\/p\u003e \u003cp\u003eGames Need Story … or Do They? 94\u003c\/p\u003e \u003cp\u003eUnreliable Narrators 106\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 2 Helsing’s Fire 107\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 5 Puzzlings 111\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eSuperior Logic 115\u003c\/p\u003e \u003cp\u003eThe Problem with Math 118\u003c\/p\u003e \u003cp\u003eDon’t Be Difficult 121\u003c\/p\u003e \u003cp\u003ePhysics: It’s for the Birds 123\u003c\/p\u003e \u003cp\u003eLet’s Get Wet 127\u003c\/p\u003e \u003cp\u003eDo You See What I See? 128\u003c\/p\u003e \u003cp\u003eHiding in Plain Sight 131\u003c\/p\u003e \u003cp\u003eWord Up 133\u003c\/p\u003e \u003cp\u003eAnd the Solution is … 135\u003c\/p\u003e \u003cp\u003eDeveloper Interview 3 Erin Reynolds 137\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 6 Arcade Crazy 141\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThe “Good Ol’ Days” 143\u003c\/p\u003e \u003cp\u003eGames? I’ll Give You Games! 147\u003c\/p\u003e \u003cp\u003eA-mazing Games 151\u003c\/p\u003e \u003cp\u003eCuteness Counts 152\u003c\/p\u003e \u003cp\u003eThe First Rule of Fighting Games … 155\u003c\/p\u003e \u003cp\u003eGet on the Ball 159\u003c\/p\u003e \u003cp\u003eBaby, You Can Drive My iPhone 162\u003c\/p\u003e \u003cp\u003eBeat It, Kid 165\u003c\/p\u003e \u003cp\u003eEverything New is Old Again 166\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 3 Where’s My Water? 171\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 7 Action Guy 175\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eThink Like an Artist 177\u003c\/p\u003e \u003cp\u003eThe Metrics System 179\u003c\/p\u003e \u003cp\u003eDidn’t We Already Talk about Character? 182\u003c\/p\u003e \u003cp\u003eWorld Building for Fun and Profit 183\u003c\/p\u003e \u003cp\u003eWhat’s with All the Zombies? 189\u003c\/p\u003e \u003cp\u003eHow to Design an Enemy in Six Easy Steps 190\u003c\/p\u003e \u003cp\u003eFighting for Cash and Glory! 194\u003c\/p\u003e \u003cp\u003ePain, Pain, Go Away, Come Again Some Other Day 201\u003c\/p\u003e \u003cp\u003ePutting the “Ack” in “Feedback15” 202\u003c\/p\u003e \u003cp\u003eThe Only Good Player is a Dead One 203\u003c\/p\u003e \u003cp\u003eDeveloper Interview 4 Blade Olsen 205\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 8 DoodleCat 209\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eGet to the Point 210\u003c\/p\u003e \u003cp\u003eFinger Pointers 212\u003c\/p\u003e \u003cp\u003eThe Artist’s Way 214\u003c\/p\u003e \u003cp\u003eA Line on Fun 217\u003c\/p\u003e \u003cp\u003eMeow Meow Meow 220\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 4 Jetpack Joyride 223\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 9 Casual Fryday 227\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eBoard Games 229\u003c\/p\u003e \u003cp\u003eCard Games 232\u003c\/p\u003e \u003cp\u003eReal Time Strategy Games 234\u003c\/p\u003e \u003cp\u003eHow to Create a Tech Tree 236\u003c\/p\u003e \u003cp\u003eTower Defense Games 238\u003c\/p\u003e \u003cp\u003eGod Games 241\u003c\/p\u003e \u003cp\u003eSports Games 246\u003c\/p\u003e \u003cp\u003eRPGs and MORPGs 249\u003c\/p\u003e \u003cp\u003eThe Crown Jewel of Casual 253\u003c\/p\u003e \u003cp\u003eTo Clone or Not to Clone? 255\u003c\/p\u003e \u003cp\u003eDeveloper Interview 5 Sam Rosenthal 257\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 10 The New Genres 261\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eMicro-games 263\u003c\/p\u003e \u003cp\u003eGesture Games 264\u003c\/p\u003e \u003cp\u003eThe Art of Art 266\u003c\/p\u003e \u003cp\u003eTilt Games 268\u003c\/p\u003e \u003cp\u003eEndless Runners 269\u003c\/p\u003e \u003cp\u003eAugmented Reality 276\u003c\/p\u003e \u003cp\u003eNow is the Future! 280\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 5 No, Human 281\u003c\/p\u003e \u003cp\u003eDeveloper Interview 6 Andy Reeves 285\u003c\/p\u003e \u003cp\u003e\u003cb\u003eChapter 11 Make Your Own \u003c\/b\u003e\u003cb\u003e\u003ci\u003eStar Wars \u003c\/i\u003e\u003c\/b\u003e\u003cb\u003e289\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eHow to Start 292\u003c\/p\u003e \u003cp\u003eDiversion #1: How to Storyboard Gameplay 293\u003c\/p\u003e \u003cp\u003eDiversion #2: A Word About Title Screens 296\u003c\/p\u003e \u003cp\u003eTeam Building 101 300\u003c\/p\u003e \u003cp\u003eSound Advice 304\u003c\/p\u003e \u003cp\u003eThe Three -ions 305\u003c\/p\u003e \u003cp\u003eDiversion #3: Where to Find Teammates 305\u003c\/p\u003e \u003cp\u003eRadGame-GDDFirstDraft-20XX0614-SR.doc 308\u003c\/p\u003e \u003cp\u003eProduction Pointers 309\u003c\/p\u003e \u003cp\u003eThe Topic No One Likes Talking About 310\u003c\/p\u003e \u003cp\u003eShip It! 314\u003c\/p\u003e \u003cp\u003eMarketing Your Game 315\u003c\/p\u003e \u003cp\u003eYou Can Make a Game, But Can You Do the Paperwork? (Submitting Your Game) 317\u003c\/p\u003e \u003cp\u003eDiversion #4: How to Design an Icon 318\u003c\/p\u003e \u003cp\u003eNow Where Were We? 320\u003c\/p\u003e \u003cp\u003ePost-Release Strategies 320\u003c\/p\u003e \u003cp\u003eWhat to Do for an Encore? 321\u003c\/p\u003e \u003cp\u003eGame Design Spotlight 6 Angry Birds 323\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 1 The Class of 2008 329\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eArcade Games 329\u003c\/p\u003e \u003cp\u003eBreaker Games 331\u003c\/p\u003e \u003cp\u003eClassic Games 332\u003c\/p\u003e \u003cp\u003ePuzzle Games 333\u003c\/p\u003e \u003cp\u003eRacing Games 335\u003c\/p\u003e \u003cp\u003eRolling Games 335\u003c\/p\u003e \u003cp\u003eThe Others 336\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 2 Touchscreen Template 337\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 3 Gameplay Storyboarding Template 339\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003eApp-pendix 4 The Game Designer’s Checklist 341\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eAfterword 343\u003c\/p\u003e \u003cp\u003eIndex 345\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49407195218263,"sku":"9781119966968","price":22.94,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781119966968.jpg?v=1730498512","url":"https:\/\/bookcurl.com\/products\/swipe-this-9781119966968","provider":"Book Curl","version":"1.0","type":"link"}