Game Design Workshop
Apple Academic Press Inc. (Verlag)
978-1-4822-1716-2 (ISBN)
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Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.
Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game.
The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
GAME DESIGN BASICS
The Role of the Game Designer
Sidebar—Designers You Should Know
Sidebar—The Iterative Process
Designer Perspective Christina Norman
Designer Perspective Warren Spector
The Structure of Games
Sidebar—What is a Puzzle?
Designer Perspective Jane McGonigal
Designer Perspective Randy Smith
Working with Formal Elements
Sidebar—Persuasive Games
Designer Perspective Tim LeTourneau
Sidebar—The Mechanic is the Message
Working with Dramatic Elements
Sidebar—The Two Great Myths of Interactive Storytelling
Designer Perspective Dr. Ray Muzyka
Designer Perspective Don Daglow
Working with System Dynamics
Sidebar—Deconstructing Set
Sidebar —A Conversation with Will Wright, by Celia Pearce
Designer Perspective Alan R. Moon
Designer Perspective Frank Lantz
DESIGNING A GAME
Conceptualization
Sidebar—EA Pre-production Workshop
Sidebar—Where Do Game Ideas Come From?
Sidebar—Getting the Most Out of Focus Groups
Sidebar – Experimental Game Design
Designer Perspective Josh Holmes
Prototyping
Sidebar—Catastrophic Prototyping and Other Stories
Sidebar—The Design Evolution of Magic the Gathering
Designer Perspective James Ernest
Designer Perspective Katie Salen
Digital Prototyping
Sidebar—Using Software Prototypes in Game Design
Sidebar—Prototyping Cloud
Sidebar—Prototyping for Game Feel
Designer Perspective David Perry
Designer Perspective Elan Lee
Playtesting
Sidebar—Why We Play Games
Sidebar—How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes
Sidebar—A Primer for Playtesting
Sidebar—Metrics in Game Design
Functionality, Completeness, and Balance
Sidebar – A Conversation with Rob Pardo
Designer Perspective Brian Hersch
Designer Perspective Heather Kelley
Fun and Accessibility
Sidebar—Tuning and Balance: Us vs It
Sidebar—Using Audio as a Game Feedback Device
Designer Perspective Robin Hunicke
Designer Perspective Lorne Lanning
WORKING AS A GAME DESIGNER
Team Structures
Sidebar – Applying for a Job in Game Design
Designer Perspective Nahil Sharkasi
Designer Perspective Matt Firor
Designer Perspective Jenova Chen
Stages and Methods of Development
Sidebar—From Classroom to Console: Producing Flow for the Playstation 3
Sidebar—Opportunities for Indie Gamemakers
Designer Perspective Michael John
Designer Perspective Jeff Watson
Communicating Your Designs
Sidebar—Virtual Reality and Oculus Rift
Designer Perspective Anna Anthropy
Designer Perspective Rob Daviau
Understanding the New Game Industry
Sidebar—Mobile Game Design and Zombies, Run!
Designer Perspective Keita Takahashi
Designer Perspective Graeme Bayless
Selling Yourself and Your Ideas to the Game Industry
Designer Perspective Erin Reynolds
Designer Perspective Matt Korba
Designer Perspective Asher Vollmer
Conclusion
Erscheint lt. Verlag | 11.4.2014 |
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Zusatzinfo | 275 Illustrations, black and white |
Verlagsort | Oakville |
Sprache | englisch |
Maße | 191 x 235 mm |
Gewicht | 960 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-4822-1716-3 / 1482217163 |
ISBN-13 | 978-1-4822-1716-2 / 9781482217162 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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