Reverse Design

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A01=Patrick Holleman
Age Group_Uncategorized
Age Group_Uncategorized
Arena Content
artificial intelligence design
Ascending Complexity
Author_Patrick Holleman
automatic-update
Bomb Site
Boss Fight
Category1=Non-Fiction
Category=UGG
Composite Game
COP=United Kingdom
Cover Descriptor
Delivery_Delivery within 10-20 working days
environmental storytelling
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
evolution of first person shooters
Explosive Munitions
Fps Genre
Game design
Game development
Hotline Miami
interactive narrative mechanics
Katamari Damacy
Language_English
Level design
ludology research
Mega Man
Narrow Apertures
Nintendo
Object Cover
PA=Available
Platform Puzzle
Platformer
Platformer Sections
Platforming Content
Price_€50 to €100
PS=Active
Release Half Life
Set Piece
shooter game analysis
Single Player Campaign
Single Player Game
Sniper Nest
softlaunch
Space Invaders
spatial level architecture
Super Mario
Super Mario Bros
Super Mario World
Super Meat Boy

Product details

  • ISBN 9781138323902
  • Weight: 380g
  • Dimensions: 152 x 229mm
  • Publication Date: 14 Sep 2018
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
  • Language: English
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The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game:

  1. How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece style of design.
  2. How Half-Life defined almost all of the core concepts of the cover-based shooter, and redefined the level architecture of the FPS genre
  3. The small tricks and flourishes that Half-Life used to tell a story through its mechanics, AI and environments

Key Features

  • Comprehensive definitions of key concepts and terms, introducing the reader to the basic knowledge about the study of FPS design
  • Summary of historical context of Half-Life, how it emerged from arena shooters like Doom and Quake, and how it influenced other games
  • Extensive collections of data and data visualizations explaining how systems like enemy movement, cover design and platformer physics work
  • Patrick Holleman founded The Game Design Forum in 2010 with the specific goal of publishing scholarly articles about videogame design. On that site he originally published the Reverse Design series, which has been used by game designers and students across the world to improve their understanding of their craft. Material from that series has been used in online courses as well as university settings, including the University of Toronto and Cornell. His writing has also appeared in Paste Magazine, Indie Game Magazine and Tutsplus. In addition to his writing, Holleman has worked as a part-time producer and consultant in the game development industry. He lives in Pennsylvania.

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