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This book covers spacific games too much and not games i deal with. Like Battlefield for example it does not cover. The instructions are VERRY basic and i feel end before they should. 3DS Max 6 bible is way more in depth and can still use gmax with this book. The interface is a little different and gmax dont have some of the 3ds max features but it can still be done easily.
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I preordered this book a few months ago when i first started looking for books for gmax and i just recieved it today. My main reason for doing so was because i had just bought a game called dungeon siege and this book is supposed to teach you how to make things for the game ie new characters and items. So when i finally got the book, i opened to the section called 'easy character creation with siege...
About the Author
Clayton E. Crooks II (Knoxville, TN) is a partner in Advanced Information Systems, a consulting company specializing in custom hardware and software solutions for education, small business, and government entities. His articles have appeared in Dr. Dobbs, and he is the author of Awesome Game Creation 2/E.
Video games have graduated from child's play to big business, so acquiring one or two creation guides is a good idea. Suitable for libraries serving beginning to intermediate users, gmax and Level explain how to use the free gmax editor to create new elements ("mods") for existing games. While Level strictly focuses on building new levels for first-person shooter multiplayer games, gmax discusses creating both levels and characters, with examples of models for many popular games; its CD-ROM includes gmax 1.2, a trial of Paint Shop Pro 7, and projects and images from the book. Level's CD-ROM also contains gmax 1.2, in addition to a trial of Photoshop 7, finished files, a discussion of what makes fun and useful game levels, and a chapter on careers in the game industry. Business and Legal helps those launching a game design company, covering from financing and staffing to protecting intellectual property and licensing work. Though specialized, this guide contains invaluable content for game developers and start-ups; appropriate for large public libraries and university libraries supporting design programs. Also for large libraries, Online Games builds on the growing popularity of the genre, discussing the process of proposing and designing as well as pitfalls and lessons for design teams. Case studies and interviews add real-world credence, and an appendix provides a useful online world time line. For intermediate to advanced designers, On Game Design discusses the process of turning an idea into a playable and marketable game. A great example-filled resource, it encourages designers to think about the different ways that games appeal to players, important gaming elements, and the psychology behind various games' success; for large libraries. Copyright 2003 Reed Business Information.
More Reviews and RecommendationsClayton E. Crooks II (Knoxville, TN) is a partner in Advanced Information Systems, a consulting company specializing in custom hardware and software solutions for education, small business, and government entities. His articles have appeared in Dr. Dobbs, and he is the author of Awesome Game Creation 2/E.