Game Design Workshop: Designing, Prototyping, & Playtesting GamesCRC Press, 2004 M01 3 - 480 pages As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning. |
Contents
Game Design Basics | 1 |
Designing a Game | 139 |
Working as a Game Designer | 317 |
Conclusion | 442 |
Appendix Sample Budget Spreadsheet | 443 |
449 | |
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Common terms and phrases
action balance basic boardgame brainstorming budget build card game challenge character chess Command & Conquer complete concept create creative deck design document designing games digital games Eidos Interactive elements Entertainment EverQuest example Exercise experience feedback feel first-person shooter focus game companies game designer game development game idea game industry game system gamers genre goal grid Indie Game Jam inspired interaction interface iterative look Magic Mario ment Microsoft move multiplayer Namco Neverwinter Nights objects original game physical prototype players playtesting problem production programming publisher real-time strategy relationships role-playing games rules schedule Settlers of Catan single-player skills software prototype story strategy games structure Studios Super Mario Bros testers Tetris there’s things tion titles units videogames visual WarCraft WarCraft III write
References to this book
Better Game Characters by Design: A Psychological Approach Katherine Isbister No preview available - 2006 |