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Game design workshop : a playcentric approach to creating innovative games / Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman.

By: Contributor(s): Material type: TextTextPublication details: Amsterdam ; Boston : Elsevier Morgan Kaufmann, c2008.Edition: 2nd edDescription: xx, 470 p. : ill. ; 24 cmISBN:
  • 9780240809748 (pbk. : alk. paper)
  • 0240809742 (pbk. : alk. paper)
Subject(s): DDC classification:
  • 794.81526
Contents:
Pt. 1: Game design basics. The role of the game designer -- The structure of games -- Working with formal elements -- Working with dramatic elements -- Working with system dynamics -- Pt. 2: Designing a game. Conceptualization -- Prototyping -- Digital prototyping -- Playtesting -- Functionality, completeness, and balance -- Fun and accessibility -- Pt. 3: Working as a game designer. Team structure -- Stages of development -- The design document -- Understanding the game industry -- Selling yourself and your ideas to the game industry.
Summary: "Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game."--[book cover]
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Thurles Library Main Collection 794.81526 FUL (Browse shelf(Opens below)) 1 Available R19441XKRC
Standard Loan Thurles Library Main Collection 794.81526 FUL (Browse shelf(Opens below)) 1 Available R19440WKRC

Enhanced descriptions from Syndetics:

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.

Includes bibliographical references and index.

Pt. 1: Game design basics. The role of the game designer -- The structure of games -- Working with formal elements -- Working with dramatic elements -- Working with system dynamics -- Pt. 2: Designing a game. Conceptualization -- Prototyping -- Digital prototyping -- Playtesting -- Functionality, completeness, and balance -- Fun and accessibility -- Pt. 3: Working as a game designer. Team structure -- Stages of development -- The design document -- Understanding the game industry -- Selling yourself and your ideas to the game industry.

"Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game."--[book cover]

Table of contents provided by Syndetics

  • The Role of the Game Designer
  • The Structure of Games
  • Working with Formal Elements
  • Working with Dramatic Elements
  • Working with System Dynamics
  • Conceptualization
  • Prototyping
  • Digital Prototyping
  • Playtesting
  • Functionality, Completeness, and Balance
  • Fun and Accessibility
  • Team Structures
  • Stages of Development
  • The Design Document
  • Understanding the Game Industry
  • Selling Yourself and Your Ideas to the Game Industry

Author notes provided by Syndetics

Tracy Fullerton, M.F.A., is a game designer, educator and writer with fifteen years of professional experience. She is currently an Assistant Professor in the Interactive Media Division of the USC School of Cinema-Television where she serves as Co-Director of the Electronic Arts Game Innovation Lab. Recent credits include faculty advisor for the award-winning student game Cloud, and game designer for The Night Journey a unique game/art project with media artist Bill Viola.Prior to joining the USC faculty, she was president and founder of the interactive television game developer, Spiderdance, Inc. Spiderdance's games included NBC's Weakest Link, MTV's webRIOT, The WB's No Boundaries, History Channel's History IQ, Sony Game Show Network's Inquizition and TBS's Cyber Bond. Before starting Spiderdance, Tracy was a founding member of the New York design firm R/GA Interactive. As a producer and creative director she created games and interactive products for clients including Sony, Intel, Microsoft, AdAge, Ticketmaster, Compaq, and Warner Bros. among many others.

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