Chris Crawford On Game Design

Author: Chris Crawford
Editor: New Riders
ISBN: 9780131460997
Size: 13,20 MB
Format: PDF, ePub, Mobi
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A pioneer in the field of game design and development draws on his own experiences to present a useful collection of insider tips, wisdom, advice, skills, and techniques, along with an overview of the history of fame programming, low and high interactivity designs, the importance of storytelling, and more. Original. (Intermediate)

Andrew Rollings And Ernest Adams On Game Design

Author: Andrew Rollings
Editor: New Riders
ISBN: 9781592730018
Size: 16,83 MB
Format: PDF, ePub, Mobi
Read: 461
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The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others.

Game Mechanics

Author: Ernest Adams
Editor: New Riders
ISBN: 0321820274
Size: 14,67 MB
Format: PDF, Kindle
Read: 607
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The first in-depth book covering game mechanics by two leading game designers and instructors. * *The first in-depth analysis of game mechanics, a required topic for many game design schools. *The first game design textbook dedicated to advanced topics led by a bestselling game design author Ernest Adams. *Makes extensive use of Joris Dormans' free, public Machinations simulation software. *Readers can experiment with exercises from the book in an easy-to-use graphical environment. Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualize and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games. This in-depth resource also comes with hands-on lessons and readers can download a free simulation tool in order to follow along with exercises in the book.

Next Level Game Design

Author: Sandu Publications
Editor: Gingko Press
ISBN: 9781584237303
Size: 17,25 MB
Format: PDF, Docs
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When it comes to video game design, the importance of setting and ambience cannot be overstated. Exploration is fundamental to the medium, and it is vital that virtual locations be as compelling, dynamic, and visually engaging as possible. Every location must reflect the themes of the game and help create the tone of the story and gameplay, while also subtly directing and reacting to the player's actions. In Next Level: Game Design, some of the best concept artists in the industry showcase fantastical locations designed for video games across genres. Many of the featured artists have worked on critically acclaimed games, while others present tantalizing visions of game worlds yet to be realized. All provide readers with inspiration for approaching their own interactive worlds, and serve as reminders that gaming is a medium whose potential we have only just begun to explore.

The Game Design Reader

Author: Katie Salen
Editor: MIT Press
ISBN: 0262195364
Size: 16,41 MB
Format: PDF, Kindle
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This book fills a genuine need in the emerging field of game design for a collection of key texts on game analysis and criticism. Written and designed to accompany Katie Salen and Eric Zimmerman's earlier textbook Rules of Play: Game Design Fundamentals, The Game Design Reader can be used in the classroom or as a resource for game design practitioners. Thirty-two classic and cutting-edge essays by game designers, game journalists, game fans, sociologists, media theorists, and other writers from diverse fields consider foundational questions: What are games and how do they function? How do they interact with the culture at large? What critical approaches can game designers take to create meaningful experiences for players? Salen and Zimmerman have collected writings that span nearly 50 years of game analysis and offer a wide range of perspectives. Game journalists describe the rhythms of gameplay, game designers explicate their designs, sociologists consider such topics as role-playing in virtual worlds, and players offer their hands-on opinions and rants. Each text is "teachable": it can act as a springboard for discussion, a class assignment, or a design project. Each text offers insights to the professional game designers or scholar as well. The book is organized around a series of "Topics" -- ideas fundamental to the study of games, or emerging areas of research -- each of which is introduced with a short essay by Salen and Zimmerman that points to relevant texts in the Reader. "Interstitials" -- visual essays, documents, game ephemera -- act as counterpoint to the texts themselves.

Critical Play

Author: Mary Flanagan
Editor: MIT Press
ISBN: 0262062682
Size: 17,70 MB
Format: PDF, ePub, Mobi
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For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games -- games that challenge the accepted norms embedded within the gaming industry -- and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of "playing house" include Dadaist puppet shows and The Sims. She looks at artists' alternative computer-based games and explores games for change, considering the way activist concerns -- including worldwide poverty and AIDS -- can be incorporated into game design. Arguing that this kind of conscious practice -- which now constitutes the avant-garde of the computer game medium -- can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Fundamentals Of Game Design

Author: Ernest Adams
Editor: New Riders
ISBN: 9780132104753
Size: 16,94 MB
Format: PDF
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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Rules Of Play

Author: Katie Salen
Editor: MIT Press
ISBN: 9780262240451
Size: 15,45 MB
Format: PDF, Docs
Read: 941
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Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

Game Design Workshop

Author: Tracy Fullerton
Editor: CRC Press
ISBN: 9781578202225
Size: 10,48 MB
Format: PDF
Read: 179
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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.

Game Design

Author: Rouse Richard
Editor: Wordware
ISBN:
Size: 17,19 MB
Format: PDF, Mobi
Read: 720
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“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.