Game design workshop: a playcentric approach to creating innovative games
"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...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton, FL
CRC Press
2014
|
Ausgabe: | 3. ed. |
Schriftenreihe: | An A K Peters book
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Inhaltsverzeichnis |
Zusammenfassung: | "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"-- |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XXVII, 507 S. Ill., graph. Darst. |
ISBN: | 9781482217162 |
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Datensatz im Suchindex
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adam_text | Titel: Game design workshop
Autor: Fullerton, Tracy
Jahr: 2014
Contents
Foreword........................................................xiii
Preface.........................................................xv
Acknowledgments...............................................xvii
Image Credits and Copyright Notices..............................xxi
Introduction....................................................xxv
Part 1 Game Design Basics..........................1
Chapter l The Role of the Game Designer..........................3
An Advocate for the Player.............................................................3
Passions and Skills.....................................................................6
A Playcentric Design Process...........................................................11
Designers You Should Know..........................................................73
The Iterative Design Process..........................................................77
Designing for Innovation...............................................................22
Conclusion...........................................................................22
Designer Perspective: Christina Norman.............................................23
Designer Perspective: Warren Spector...............................................26
Further Reading......................................................................28
End Notes............................................................................28
Chapter 2 The Structure of Games...............................29
Go Fish versus Quake.................................................................29
Engaging the Player...................................................................36
What Is a Puzzle?...................................................................38
VI Contents
The Sum of the Parts..................................................................45
Defining Games.......................................................................45
Beyond Definitions....................................................................46
Conclusion...........................................................................48
Designer Perspective: Jane McGonigat...............................................49
Designer Perspective: Randy Smith..................................................52
Further Reading......................................................................54
End Notes............................................................................54
Chapter 3 Working with Formal Elements.........................55
Players...............................................................................55
Persuasive Games..................................................................63
Objectives...........................................................................66
Procedures...........................................................................72
Rules.................................................................................74
Resources............................................................................78
Conflict..............................................................................83
Boundaries...........................................................................84
The Mechanic Is the Message.......................................................85
Outcome.............................................................................89
Conclusion..........................................................................90
Designer Perspective: Tim LeTourneau................................................97
Designer Perspective: Matt Korba....................................................93
Further Reading......................................................................95
End Notes............................................................................95
Chapter 4 Working with Dramatic Elements.......................97
Challenge............................................................................97
Play.................................................................................102
Premise.............................................................................105
Character...........................................................................108
Story.................................................................................112
The Two Great Myths of Interactive Storytelling...................................... 4
World Building........................................................................115
The Dramatic Arc.................................................................n6
Conclusion............................ 120
Designer Perspective: Dr. Ray Muzyka...............................................727
Designer Perspective-. Don Daglow..................................................723
Further Reading........................ 125
End Notes....................... -125
Contents VII
Chapter 5 Working with System Dynamics........................127
Games as Systems...................................................................127
System Dynamics.....................................................................131
Deconstructing Set................................................................ 132
Interacting with Systems..............................................................146
A Conversation with Will Wright....................................................750
Tuning Game Systems................................................................155
Conclusion..........................................................................156
Designer Perspective: Alan R. Moon..................................................757
Designer Perspective-. Frank Lantz..................................................760
Further Reading.....................................................................162
End Notes...........................................................................162
Part 2 Designing a Game.........................163
Chapter 6 Conceptualization....................................165
Where Do Ideas Come From?.........................................................165
Brainstorming........................................................................167
Alternate Methods...................................................................170
Experimental Gameplay............................................................777
Editing and Refining..................................................................177
Electronic Arts Preproduction Workshop............................................778
Turning Ideas into a Game............................................................ 183
Where Do Game Ideas Come From?................................................7Ö5
Getting the Most Out of Focus Groups.............................................. 787
Conclusion..........................................................................189
Designer Perspective: Jenova Chen..................................................797
Designer Perspective.- Josh Holmes.................................................794
Further Reading.....................................................................196
End Notes...........................................................................196
Chapter 7 Prototyping..........................................197
Methods of Prototyping..............................................................197
Catastrophic Prototyping and Other Stories.........................................204
Prototyping Your Original Game Idea..................................................210
The Design Evolution of Magic: The Gathering........................................273
Making the Physical Prototype Better..................................................228
Beyond the Physical Prototype........................................................228
VIII Contents
Conclusion..........................................................................229
Designer Perspective: James Ernest.................................................230
Designer Perspective: Katie Salen...................................................232
Further Reading.....................................................................234
Chapter 8 Digital Prototyping...................................235
Types of Digital Prototypes...........................................................235
Using So/tware Prototypes in Game Design.........................................242
Prototyping for Game Feel.........................................................246
Designing Control Schemes...........................................................249
Prototyping Cloud.................................................................250
Selecting Viewpoints.................................................................254
Effective Interface Design............................................................258
Prototyping Tools...................................................................260
Conclusion..........................................................................264
Designer Perspective-. David Perry..................................................265
Designer Perspective: flan Lee.....................................................267
Further Reading.....................................................................269
End Notes...........................................................................269
Chapter 9 Playtesting...........................................271
Playtesting and Iterative Design.......................................................272
Recruiting Playtesters................................................................272
Conducting a Playtesting Session.....................................................275
How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes........276
Methods of Playtesting...............................................................282
A Primer for Playtesting: Don t Follow These Rules!..................................283
Why We Play Games..............................................................290
The Play Matrix......................................................................293
Taking Notes.........................................................................294
Basic Usability Techniques............................................................296
Data Gathering......................................................................296
Metrics in Game Design............................................................29 S
Test Control Situations...............................................................301
Playtesting Practice.................................................................302
Conclusion.........................................................................303
Further Reading....................................................................304
End Note...........................................................................304
Contents IX
Chapter io Functionality, Completeness, and Balance.............305
What Are You Testing For?..........................................................305
Is Your Game Functional?...........................................................307
Is Your Game Internally Complete?...................................................307
Is Your Game Balanced?..............................................................314
A Conversation with Rob Pardo.....................................................3-26
Techniques for Balancing Your Game..................................................332
Conclusion.........................................................................334
Designer Perspective: Brian Hersch.................................................335
Designer Perspective: Heather Kelley...............................................337
Further Reading.....................................................................339
End Notes...........................................................................339
Chapter 11 Fun and Accessibility.................................341
Is Your Game Fun?...................................................................341
Improving Player Choices.............................................................347
Tuning and Balance: Us vs. It.......................................................359
Fun Killers..........................................................................364
Beyond Fun.........................................................................367
Is Your Game Accessible?...........................................................368
Using Audio as a Game Feedback Device...........................................369
Conclusion..........................................................................373
Designer Perspective: Robin Hunicke................................................374
Designer Perspective: Lome Lanning................................................377
Further Reading.....................................................................379
End Notes...........................................................................379
Part 3 Working as a Game Designer...............381
Chapter 12 Team Structures....................................383
Team Structure.....................................................................384
Developer s Team...................................................................386
Applying for a Job in Game Design.................................................388
Publisher s Team....................................................................398
Team Profile........................................................................402
All Contribute to the Design.........................................................403
Team Building.......................................................................404
X Contents
Team Communication...............................................................404
Conclusion.........................................................................406
Designer Perspective: Nahil Sharkasi................................................407
Designer Perspective-. Matt Firor....................................................409
Further Reading......................................................................4H
End Note.............................................................................411
Chapter 13 Stages and Methods of Development..................413
Stages Defined.......................................................................413
From Classroom to Console: Producing flOwfor the PlayStation 3....................419
Using Agile Development.............................................................421
Agile Project Planning................................................................423
Opportunities for Indie Gamemakers...............................................427
Conclusion.........................................................................430
Designer Perspective: Michael John.................................................431
Designer Perspective: Jeff Watson..................................................434
Further Reading....................................................................436
Chapter 14 Communicating Your Designs........................437
Visualization.........................................................................437
Flowcharts.........................................................................439
Tables and Spreadsheets.............................................................441
Concept Art.........................................................................441
Description.........................................................................442
Virtual Reality and the Oculus Rift..................................................443
Formats for Design Documents......................................................446
Contents............................................................................447
Design Macros.......................................................................452
Conclusion......................................................................... 453
Designer Perspective: Anna Anthropy...............................................454
Designer Perspective: Rob Daviau..................................................456
Further Reading.....................................................................457
End Notes...........................................................................457
Chapter 15 Understanding the New Game Industry...............459
The Size of the Game Industry.......................................................459
Platforms for Distribution............................................................460
Genres of Gameplay.................................................................462
Mobile Game Design and Zombies, Run!............................................463
Publishers..........................................................................469
Developers.........................................................................470
Contents XI
The Business of Game Publishing....................................................470
Conclusion..........................................................................474
Designer Perspective: Keita Takahasi...............................................475
Designer Perspective: Graeme Bayless..............................................477
Further Reading....................................................................480
End Notes..........................................................................480
Chapter 16 Selling Yourself and Your Ideas to the Game Industry... 481
Getting a Job at a Publisher or Developer..............................................481
Pitching Your Original Ideas..........................................................485
Independent Production............................................................488
Conclusion.........................................................................489
Designer Perspective: Erin Reynolds................................................490
Designer Perspective: Asher Vollmer................................................493
Further Reading.....................................................................494
Conclusion.....................................................495
Index..........................................................497
|
any_adam_object | 1 |
author | Fullerton, Tracy |
author_facet | Fullerton, Tracy |
author_role | aut |
author_sort | Fullerton, Tracy |
author_variant | t f tf |
building | Verbundindex |
bvnumber | BV041843825 |
classification_rvk | AP 15963 ST 324 |
ctrlnum | (OCoLC)859196163 (DE-599)GBV771457316 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik |
edition | 3. ed. |
format | Book |
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spelling | Fullerton, Tracy Verfasser aut Game design workshop a playcentric approach to creating innovative games by Tracy Fullerton 3. ed. Boca Raton, FL CRC Press 2014 XXVII, 507 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier An A K Peters book Includes bibliographical references and index "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"-- Entwurf (DE-588)4121208-3 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 Entwurf (DE-588)4121208-3 s 1\p DE-604 DE-601 pdf/application http://www.gbv.de/dms/bowker/toc/9781482217162.pdf Inhaltsverzeichnis HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027288451&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Fullerton, Tracy Game design workshop a playcentric approach to creating innovative games Entwurf (DE-588)4121208-3 gnd Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4076370-5 (DE-588)4010457-6 |
title | Game design workshop a playcentric approach to creating innovative games |
title_auth | Game design workshop a playcentric approach to creating innovative games |
title_exact_search | Game design workshop a playcentric approach to creating innovative games |
title_full | Game design workshop a playcentric approach to creating innovative games by Tracy Fullerton |
title_fullStr | Game design workshop a playcentric approach to creating innovative games by Tracy Fullerton |
title_full_unstemmed | Game design workshop a playcentric approach to creating innovative games by Tracy Fullerton |
title_short | Game design workshop |
title_sort | game design workshop a playcentric approach to creating innovative games |
title_sub | a playcentric approach to creating innovative games |
topic | Entwurf (DE-588)4121208-3 gnd Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Entwurf Programmierung Computerspiel |
url | http://www.gbv.de/dms/bowker/toc/9781482217162.pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027288451&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT fullertontracy gamedesignworkshopaplaycentricapproachtocreatinginnovativegames |
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