Game design workshop: a playcentric approach to creating innovative games
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.
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press, Taylor & Francis Group
2024
|
Ausgabe: | Fifth edition |
Schriftenreihe: | An A K Peters book
|
Schlagworte: | |
Online-Zugang: | DE-91 Volltext |
Zusammenfassung: | 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. Cover -- Endorsements Page -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Foreword -- Preface -- Acknowledgments -- Image Credits and Copyright Notices -- Introduction -- Part 1 Game Design Basics -- Chapter 1 The Role of the Game Designer -- An Advocate for the Player -- Playtesters -- Passions and Skills -- Communication -- Teamwork -- Process -- Inspiration -- Becoming a Better Player -- Creativity -- A Playcentric Design Process -- Setting Player Experience Goals -- Prototyping and Playtesting -- Designers You Should Know -- Iteration -- The Iterative Design Process -- Prototypes and Playtesting in the Industry -- Designing for Innovation -- Conclusion -- Designer Perspective: Christina Norman -- Designer Perspective: Warren Spector -- Further Reading -- End Notes -- Chapter 2 The Structure of Games -- Go Fish versus Quake -- Go Fish -- Quake -- Comparison -- Engaging the Player -- Challenge -- Play -- Premise -- What is a Puzzle? -- Character -- Story -- Dramatic Elements -- The Sum of the Parts -- Defining Games -- Beyond Definitions -- Conclusion -- Designer Perspective: Jane McGonigal -- Designer Perspective: Randy Smith -- Further Reading -- End Notes -- Chapter 3 Working with Formal Elements -- Players -- Invitation to Play -- Number of Players -- Roles of Players -- Player Interaction Patterns -- Persuasive Games -- Objectives -- Summary -- Procedures -- Connect Four -- Super Mario Bros -- Comparison -- System Procedures -- Defining Procedures -- Rules -- Rules Defining Objects and Concepts -- Rules Restricting Actions -- Rules Determining Effects -- Defining Rules -- Resources -- Lives -- Units -- Health -- Currency -- Actions -- Power-Ups -- Inventory -- Special Terrain -- Time -- Conflict -- Obstacles -- Opponents -- Dilemmas -- Boundaries -- The Mechanic is the Message -- Outcome -- Conclusion. |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 1 Online-Ressource (XXX, 554 Seiten) Illustrationen |
ISBN: | 9781003858447 9781003460268 |
Internformat
MARC
LEADER | 00000nmm a2200000 c 4500 | ||
---|---|---|---|
001 | BV049645204 | ||
003 | DE-604 | ||
005 | 20240416 | ||
007 | cr|uuu---uuuuu | ||
008 | 240411s2024 xxu|||| o||u| ||||||eng d | ||
020 | |a 9781003858447 |9 978-1-00-385844-7 | ||
020 | |a 9781003460268 |9 978-1-003-46026-8 | ||
024 | 7 | |a 10.1201/9781003460268 |2 doi | |
035 | |a (OCoLC)1430762655 | ||
035 | |a (DE-599)KEP100768024 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
044 | |a xxu |c XD-US |a xxk |c XA-GB | ||
049 | |a DE-91G | ||
082 | 0 | |a 794.8/3 | |
084 | |a ST 324 |0 (DE-625)143660: |2 rvk | ||
084 | |a SU 500 |0 (DE-625)143695: |2 rvk | ||
084 | |a DAT 758 |2 stub | ||
100 | 1 | |a Fullerton, Tracy |d 1965- |e Verfasser |0 (DE-588)1075227321 |4 aut | |
245 | 1 | 0 | |a Game design workshop |b a playcentric approach to creating innovative games |c Tracy Fullerton |
250 | |a Fifth edition | ||
264 | 1 | |a Boca Raton ; London ; New York |b CRC Press, Taylor & Francis Group |c 2024 | |
300 | |a 1 Online-Ressource (XXX, 554 Seiten) |b Illustrationen | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
490 | 0 | |a An A K Peters book | |
500 | |a Description based on publisher supplied metadata and other sources | ||
520 | 3 | |a 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. | |
520 | 3 | |a Cover -- Endorsements Page -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Foreword -- Preface -- Acknowledgments -- Image Credits and Copyright Notices -- Introduction -- Part 1 Game Design Basics -- Chapter 1 The Role of the Game Designer -- An Advocate for the Player -- Playtesters -- Passions and Skills -- Communication -- Teamwork -- Process -- Inspiration -- Becoming a Better Player -- Creativity -- A Playcentric Design Process -- Setting Player Experience Goals -- Prototyping and Playtesting -- Designers You Should Know -- Iteration -- The Iterative Design Process -- Prototypes and Playtesting in the Industry -- Designing for Innovation -- Conclusion -- Designer Perspective: Christina Norman -- Designer Perspective: Warren Spector -- Further Reading -- End Notes -- Chapter 2 The Structure of Games -- Go Fish versus Quake -- Go Fish -- Quake -- Comparison -- Engaging the Player -- Challenge -- Play -- Premise -- What is a Puzzle? -- Character -- Story -- Dramatic Elements -- The Sum of the Parts -- Defining Games -- Beyond Definitions -- Conclusion -- Designer Perspective: Jane McGonigal -- Designer Perspective: Randy Smith -- Further Reading -- End Notes -- Chapter 3 Working with Formal Elements -- Players -- Invitation to Play -- Number of Players -- Roles of Players -- Player Interaction Patterns -- Persuasive Games -- Objectives -- Summary -- Procedures -- Connect Four -- Super Mario Bros -- Comparison -- System Procedures -- Defining Procedures -- Rules -- Rules Defining Objects and Concepts -- Rules Restricting Actions -- Rules Determining Effects -- Defining Rules -- Resources -- Lives -- Units -- Health -- Currency -- Actions -- Power-Ups -- Inventory -- Special Terrain -- Time -- Conflict -- Obstacles -- Opponents -- Dilemmas -- Boundaries -- The Mechanic is the Message -- Outcome -- Conclusion. | |
650 | 0 | 7 | |a Spieleentwicklung |0 (DE-588)1322699771 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Entwurf |0 (DE-588)4121208-3 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 0 | 1 | |a Entwurf |0 (DE-588)4121208-3 |D s |
689 | 0 | |5 DE-604 | |
689 | 1 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 1 | 1 | |a Spieleentwicklung |0 (DE-588)1322699771 |D s |
689 | 1 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, Paperback |z 978-1-032-60700-9 |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, Hardcover |z 978-1-032-60701-6 |
856 | 4 | 0 | |m X:EBC |u https://ebookcentral.proquest.com/lib/kxp/detail.action?docID=31137874 |x Aggregator |3 Volltext |
912 | |a ZDB-30-PQE | ||
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-034988766 | |
966 | e | |u https://ebookcentral.proquest.com/lib/munchentech/detail.action?docID=31137874 |l DE-91 |p ZDB-30-PQE |q TUM_Einzelkauf_2024 |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1814902824348155904 |
---|---|
adam_text | |
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author | Fullerton, Tracy 1965- |
author_GND | (DE-588)1075227321 |
author_facet | Fullerton, Tracy 1965- |
author_role | aut |
author_sort | Fullerton, Tracy 1965- |
author_variant | t f tf |
building | Verbundindex |
bvnumber | BV049645204 |
classification_rvk | ST 324 SU 500 |
classification_tum | DAT 758 |
collection | ZDB-30-PQE |
ctrlnum | (OCoLC)1430762655 (DE-599)KEP100768024 |
dewey-full | 794.8/3 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/3 |
dewey-search | 794.8/3 |
dewey-sort | 3794.8 13 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
discipline_str_mv | Sport Informatik |
edition | Fifth edition |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>00000nmm a2200000 c 4500</leader><controlfield tag="001">BV049645204</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20240416</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">240411s2024 xxu|||| o||u| ||||||eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781003858447</subfield><subfield code="9">978-1-00-385844-7</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781003460268</subfield><subfield code="9">978-1-003-46026-8</subfield></datafield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.1201/9781003460268</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1430762655</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)KEP100768024</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">xxu</subfield><subfield code="c">XD-US</subfield><subfield code="a">xxk</subfield><subfield code="c">XA-GB</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-91G</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.8/3</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 324</subfield><subfield code="0">(DE-625)143660:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">SU 500</subfield><subfield code="0">(DE-625)143695:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">DAT 758</subfield><subfield code="2">stub</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Fullerton, Tracy</subfield><subfield code="d">1965-</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)1075227321</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Game design workshop</subfield><subfield code="b">a playcentric approach to creating innovative games</subfield><subfield code="c">Tracy Fullerton</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">Fifth edition</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Boca Raton ; London ; New York</subfield><subfield code="b">CRC Press, Taylor & Francis Group</subfield><subfield code="c">2024</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (XXX, 554 Seiten)</subfield><subfield code="b">Illustrationen</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">An A K Peters book</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">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.</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">Cover -- Endorsements Page -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Foreword -- Preface -- Acknowledgments -- Image Credits and Copyright Notices -- Introduction -- Part 1 Game Design Basics -- Chapter 1 The Role of the Game Designer -- An Advocate for the Player -- Playtesters -- Passions and Skills -- Communication -- Teamwork -- Process -- Inspiration -- Becoming a Better Player -- Creativity -- A Playcentric Design Process -- Setting Player Experience Goals -- Prototyping and Playtesting -- Designers You Should Know -- Iteration -- The Iterative Design Process -- Prototypes and Playtesting in the Industry -- Designing for Innovation -- Conclusion -- Designer Perspective: Christina Norman -- Designer Perspective: Warren Spector -- Further Reading -- End Notes -- Chapter 2 The Structure of Games -- Go Fish versus Quake -- Go Fish -- Quake -- Comparison -- Engaging the Player -- Challenge -- Play -- Premise -- What is a Puzzle? -- Character -- Story -- Dramatic Elements -- The Sum of the Parts -- Defining Games -- Beyond Definitions -- Conclusion -- Designer Perspective: Jane McGonigal -- Designer Perspective: Randy Smith -- Further Reading -- End Notes -- Chapter 3 Working with Formal Elements -- Players -- Invitation to Play -- Number of Players -- Roles of Players -- Player Interaction Patterns -- Persuasive Games -- Objectives -- Summary -- Procedures -- Connect Four -- Super Mario Bros -- Comparison -- System Procedures -- Defining Procedures -- Rules -- Rules Defining Objects and Concepts -- Rules Restricting Actions -- Rules Determining Effects -- Defining Rules -- Resources -- Lives -- Units -- Health -- Currency -- Actions -- Power-Ups -- Inventory -- Special Terrain -- Time -- Conflict -- Obstacles -- Opponents -- Dilemmas -- Boundaries -- The Mechanic is the Message -- Outcome -- Conclusion.</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Spieleentwicklung</subfield><subfield code="0">(DE-588)1322699771</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Entwurf</subfield><subfield code="0">(DE-588)4121208-3</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Entwurf</subfield><subfield code="0">(DE-588)4121208-3</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="689" ind1="1" ind2="0"><subfield code="a">Computerspiel</subfield><subfield code="0">(DE-588)4010457-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2="1"><subfield code="a">Spieleentwicklung</subfield><subfield code="0">(DE-588)1322699771</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe, Paperback</subfield><subfield code="z">978-1-032-60700-9</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe, Hardcover</subfield><subfield code="z">978-1-032-60701-6</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="m">X:EBC</subfield><subfield code="u">https://ebookcentral.proquest.com/lib/kxp/detail.action?docID=31137874</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-PQE</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-034988766</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://ebookcentral.proquest.com/lib/munchentech/detail.action?docID=31137874</subfield><subfield code="l">DE-91</subfield><subfield code="p">ZDB-30-PQE</subfield><subfield code="q">TUM_Einzelkauf_2024</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV049645204 |
illustrated | Not Illustrated |
index_date | 2024-07-03T23:39:46Z |
indexdate | 2024-11-05T17:03:30Z |
institution | BVB |
isbn | 9781003858447 9781003460268 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-034988766 |
oclc_num | 1430762655 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM |
owner_facet | DE-91G DE-BY-TUM |
physical | 1 Online-Ressource (XXX, 554 Seiten) Illustrationen |
psigel | ZDB-30-PQE ZDB-30-PQE TUM_Einzelkauf_2024 |
publishDate | 2024 |
publishDateSearch | 2024 |
publishDateSort | 2024 |
publisher | CRC Press, Taylor & Francis Group |
record_format | marc |
series2 | An A K Peters book |
spelling | Fullerton, Tracy 1965- Verfasser (DE-588)1075227321 aut Game design workshop a playcentric approach to creating innovative games Tracy Fullerton Fifth edition Boca Raton ; London ; New York CRC Press, Taylor & Francis Group 2024 1 Online-Ressource (XXX, 554 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier An A K Peters book Description based on publisher supplied metadata and other sources 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. Cover -- Endorsements Page -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Foreword -- Preface -- Acknowledgments -- Image Credits and Copyright Notices -- Introduction -- Part 1 Game Design Basics -- Chapter 1 The Role of the Game Designer -- An Advocate for the Player -- Playtesters -- Passions and Skills -- Communication -- Teamwork -- Process -- Inspiration -- Becoming a Better Player -- Creativity -- A Playcentric Design Process -- Setting Player Experience Goals -- Prototyping and Playtesting -- Designers You Should Know -- Iteration -- The Iterative Design Process -- Prototypes and Playtesting in the Industry -- Designing for Innovation -- Conclusion -- Designer Perspective: Christina Norman -- Designer Perspective: Warren Spector -- Further Reading -- End Notes -- Chapter 2 The Structure of Games -- Go Fish versus Quake -- Go Fish -- Quake -- Comparison -- Engaging the Player -- Challenge -- Play -- Premise -- What is a Puzzle? -- Character -- Story -- Dramatic Elements -- The Sum of the Parts -- Defining Games -- Beyond Definitions -- Conclusion -- Designer Perspective: Jane McGonigal -- Designer Perspective: Randy Smith -- Further Reading -- End Notes -- Chapter 3 Working with Formal Elements -- Players -- Invitation to Play -- Number of Players -- Roles of Players -- Player Interaction Patterns -- Persuasive Games -- Objectives -- Summary -- Procedures -- Connect Four -- Super Mario Bros -- Comparison -- System Procedures -- Defining Procedures -- Rules -- Rules Defining Objects and Concepts -- Rules Restricting Actions -- Rules Determining Effects -- Defining Rules -- Resources -- Lives -- Units -- Health -- Currency -- Actions -- Power-Ups -- Inventory -- Special Terrain -- Time -- Conflict -- Obstacles -- Opponents -- Dilemmas -- Boundaries -- The Mechanic is the Message -- Outcome -- Conclusion. Spieleentwicklung (DE-588)1322699771 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwurf (DE-588)4121208-3 s DE-604 Spieleentwicklung (DE-588)1322699771 s Erscheint auch als Druck-Ausgabe, Paperback 978-1-032-60700-9 Erscheint auch als Druck-Ausgabe, Hardcover 978-1-032-60701-6 X:EBC https://ebookcentral.proquest.com/lib/kxp/detail.action?docID=31137874 Aggregator Volltext |
spellingShingle | Fullerton, Tracy 1965- Game design workshop a playcentric approach to creating innovative games Spieleentwicklung (DE-588)1322699771 gnd Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
subject_GND | (DE-588)1322699771 (DE-588)4010457-6 (DE-588)4121208-3 |
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_exact_search_txtP | Game design workshop a playcentric approach to creating innovative games |
title_full | Game design workshop a playcentric approach to creating innovative games Tracy Fullerton |
title_fullStr | Game design workshop a playcentric approach to creating innovative games Tracy Fullerton |
title_full_unstemmed | Game design workshop a playcentric approach to creating innovative games 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 | Spieleentwicklung (DE-588)1322699771 gnd Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
topic_facet | Spieleentwicklung Computerspiel Entwurf |
url | https://ebookcentral.proquest.com/lib/kxp/detail.action?docID=31137874 |
work_keys_str_mv | AT fullertontracy gamedesignworkshopaplaycentricapproachtocreatinginnovativegames |