Game design workshop / author/editor, Tracy Fullerton
- Author:
- Fullerton, Tracy
- Published:
- Boca Raton : Taylor & Francis, 2014.
- Edition:
- Third edition.
- Physical Description:
- xxvii, 507 pages : illustrations ; 24 cm
- Contents:
- Machine generated contents note: pt. 1 Game Design Basics -- ch. 1 The Role of the Game Designer -- An Advocate for the Player -- Passions and Skills -- A Playcentric Design Process -- Designers You Should Know -- The Iterative Design Process -- Designing for Innovation -- Conclusion -- Designer Perspective: Christina Norman -- Designer Perspective: Warren Spector -- Further Reading -- End Notes -- ch. 2 The Structure of Games -- Go Fish versus Quake -- Engaging the Player -- What Is a Puzzle? -- The Sum of the Parts -- Defining Games -- Beyond Definitions -- Conclusion -- Designer Perspective: Jane McGonigal -- Designer Perspective: Randy Smith -- Further Reading -- End Notes -- ch. 3 Working with Formal Elements -- Players -- Persuasive Games -- Objectives -- Procedures -- Rules -- Resources -- Conflict -- Boundaries -- The Mechanic Is the Message -- Outcome -- Conclusion -- Designer Perspective: Tim LeTourneau -- Designer Perspective: Matt Korba -- Further Reading -- End Notes -- ch. 4 Working with Dramatic Elements -- Challenge -- Play -- Premise -- Character -- Story -- The Two Great Myths of Interactive Storytelling -- World Building -- The Dramatic Arc -- Conclusion -- Designer Perspective: Dr. Ray Muzyka -- Designer Perspective: Don Daglow -- Further Reading -- End Notes -- ch. 5 Working with System Dynamics -- Games as Systems -- System Dynamics -- Deconstructing Set -- Interacting with Systems -- A Conversation with Will Wright -- Tuning Game Systems -- Conclusion -- Designer Perspective: Alan R. Moon -- Designer Perspective: Frank Lantz -- Further Reading -- End Notes -- pt. 2 Designing a Game -- ch. 6 Conceptualization -- Where Do Ideas Come From? -- Brainstorming -- Alternate Methods -- Experimental Gameplay -- Editing and Refining -- Electronic Arts Preproduction Workshop -- Turning Ideas into a Game -- Where Do Game Ideas Come From? -- Getting the Most Out of Focus Groups -- Conclusion -- Designer Perspective: Jenova Chen -- Designer Perspective: Josh Holmes -- Further Reading -- End Notes -- ch. 7 Prototyping -- Methods of Prototyping -- Catastrophic Prototyping and Other Stories -- Prototyping Your Original Game Idea -- The Design Evolution of Magic: The Gathering -- Making the Physical Prototype Better -- Beyond the Physical Prototype -- Conclusion -- Designer Perspective: James Ernest -- Designer Perspective: Katie Salen -- Further Reading -- ch. 8 Digital Prototyping -- Types of Digital Prototypes -- Using Software Prototypes in Game Design -- Prototyping for Game Feel -- Designing Control Schemes -- Prototyping Cloud -- Selecting Viewpoints -- Effective Interface Design -- Prototyping Tools -- Conclusion -- Designer Perspective: David Perry -- Designer Perspective: Elan Lee -- Further Reading -- End Notes -- ch. 9 Playtesting -- Playtesting and Iterative Design -- Recruiting Playtesters -- Conducting a Playtesting Session -- How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes -- Methods of Playtesting -- A Primer for Playtesting: Don't Follow These Rules! -- Why We Play Games -- The Play Matrix -- Taking Notes -- Basic Usability Techniques -- Data Gathering -- Metrics in Game Design -- Test Control Situations -- Playtesting Practice -- Conclusion -- Further Reading -- End Note -- ch. 10 Functionality, Completeness, and Balance -- What Are You Testing For? -- Is Your Game Functional? -- Is Your Game Internally Complete? -- Is Your Game Balanced? -- A Conversation with Rob Pardo -- Techniques for Balancing Your Game -- Conclusion -- Designer Perspective: Brian Hersch -- Designer Perspective: Heather Kelley -- Further Reading -- End Notes -- ch. 11 Fun and Accessibility -- Is Your Game Fun? -- Improving Player Choices -- Tuning and Balance: Us vs. It -- Fun Killers -- Beyond Fun -- Is Your Game Accessible? -- Using Audio as a Game Feedback Device -- Conclusion -- Designer Perspective: Robin Hunicke -- Designer Perspective: Lorne Lanning -- Further Reading -- End Notes -- pt. 3 Working as a Game Designer -- ch. 12 Team Structures -- Team Structure -- Developer's Team -- Applying for a Job in Game Design -- Publisher's Team -- Team Profile -- All Contribute to the Design -- Team Building -- Team Communication -- Conclusion -- Designer Perspective: Nahil Sharkasi -- Designer Perspective: Matt Firor -- Further Reading -- End Note -- ch. 13 Stages and Methods of Development -- Stages Defined -- From Classroom to Console: Producing flOw for the PlayStation 3 -- Using Agile Development -- Agile Project Planning -- Opportunities for Indie Gamemakers -- Conclusion -- Designer Perspective: Michael John -- Designer Perspective: Jeff Watson -- Further Reading -- ch. 14 Communicating Your Designs -- Visualization -- Flowcharts -- Tables and Spreadsheets -- Concept Art -- Description -- Virtual Reality and the Oculus Rift -- Formats for Design Documents -- Contents -- Design Macros -- Conclusion -- Designer Perspective: Anna Anthropy -- Designer Perspective: Rob Daviau -- Further Reading -- End Notes -- ch. 15 Understanding the New Game Industry -- The Size of the Game Industry -- Platforms for Distribution -- Genres of Gameplay -- Mobile Game Design and Zombies, Run! -- Publishers -- Developers -- The Business of Game Publishing -- Conclusion -- Designer Perspective: Keita Takahasi -- Designer Perspective: Graeme Bayless -- Further Reading -- End Notes -- ch. 16 Selling Yourself and Your Ideas to the Game Industry -- Getting a Job at a Publisher or Developer -- Pitching Your Original Ideas -- Independent Production -- Conclusion -- Designer Perspective: Erin Reynolds -- Designer Perspective: Asher Vollmer -- Further Reading.
- Summary:
- "Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers"--
- Subject(s):
- ISBN:
- 9781482217162 (pbk.)
1482217163 (pbk.) - Bibliography Note:
- Includes bibliographical references and index.
View MARC record | catkey: 12141160