About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 76. Chapters: Game designers, Video game design, Video game music, Sprite, Gameplay, Game mechanics, User-generated content, Open world, Level design, Emergent gameplay, Replay value, 3D modeling, Game balance, Nicklas Nygren, HUD, Cutscene, List of books about video games, Dynamic game difficulty balancing, Password, Context-sensitive user interface, Evolver, Scrolling, Gold sink, Kingmaker scenario, List of game designers, Pre-rendering, Super Nintendo Emulator SE, Skybox, .MDX, Josh Holmes, Flip-screen, House rule, Streaming audio in video games, Loading screen, Lightmap, Simultaneous action selection, Simon Phipps, Head swap, Warp zone, Wilfrid Short, Apex Computer Productions, Chris Rhinehart, Chris Crawford on Game Design, Palette swap, David Parlett, First playable demo, Lusory attitude, Jon MacLellan, Dynamic music, MDA framework, 21st Century Game Design, Ludonarrative, The Art of Computer Game Design, Mateusz Skutnik, TecMagik, Game Design Workshop, Andrew Rollings and Ernest Adams on Game Design, Scripted sequence, Roppyaku Tsurumi, Eikichi Kawasaki, Impulse-based turn system, Jason Merchant, Environment artist, Virtual finance, Lame duck, Game Development Series.