Game design workshop : a playcentric approach to creating innovative games / Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman.
Material type: TextPublication details: Amsterdam ; Boston : Elsevier Morgan Kaufmann, c2008.Edition: 2nd edDescription: xx, 470 p. : ill. ; 24 cmISBN:- 9780240809748 (pbk. : alk. paper)
- 0240809742 (pbk. : alk. paper)
- 794.81526
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