Description
Game Design Workshop (4th Ed.)
A Playcentric Approach to Creating Innovative Games, Fourth Edition
Author: Fullerton Tracy
Language: EnglishKeywords
Game Designer; Game Design Basics; Game Design; Designing a Game; Game Developers; Working as a Game Designer; Digital Games; The Structure of Games; Board Games; Digital Prototyping; Single Player Game; Physical Prototype; Game Industry; Playcentric Approach; Game System; MIT Press; Collectible Card Game; Workshop; Paper Prototype; Game Fun; Hero’s Journey; Core Gameplay; Game Objects; Core Game Mechanics; Independent Game; Game Developers Conference; Follow; Katamari Damacy; Game Journal; Big Urban Game
Publication date: 08-2018
· 19.1x23.5 cm · Paperback
Publication date: 08-2018
· 19.1x23.5 cm · Hardback
Description
/li>Contents
/li>Readership
/li>Biography
/li>
This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience.
Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on 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, the book gives you the skills and tools necessary to create a compelling and engaging game.
This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers.
Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Chapter 1 The Role of the Game Designer; Chapter 2 The Structure of Games; Chapter 3 Working with Formal Elements; Chapter 4 Working with Dramatic Elements; Chapter 5 Working with System Dynamics; Chapter 6 Conceptualization; Chapter 7 Prototyping; Chapter 8 Digital Prototyping; Chapter 9 Playtesting; Chapter 10 Functionality, Completeness, and Balance; Chapter 11 Fun and Accessibility; Chapter 12 Team Structures; Chapter 13 Stages of Development; The Design Document; Chapter 15 Understanding the Game Industry ; Chapter 16 Selling Yourself and Your Ideas to the Game Industry