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Game Design Workshop : A Playcentric Approach to Creating Innovative Games / Tracy Fullerton.
- Format:
- Book
- Author/Creator:
- Fullerton, Tracy, author.
- Language:
- English
- Subjects (All):
- Video games--Programming.
- Video games.
- Video games--Design.
- Computer graphics.
- Physical Description:
- 1 online resource (587 pages)
- Edition:
- Fifth edition.
- Place of Publication:
- Boca Raton, FL : CRC Press, [2024]
- Summary:
- 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.
- Contents:
- 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
- Designer Perspective: Jane McGonigal
- Designer Perspective: Randy Smith
- 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
- 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.
- Designer Perspective: Derek Yu
- Chapter 4 Working with Dramatic Elements
- A Challenging Activity That Requires Skill
- The Merging of Action and Awareness
- Clear Goals and Feedback
- Concentration on the Task at Hand
- The Paradox of Control
- The Loss of Self-Consciousness
- The Transformation of Time
- Experience Becomes an End in Itself
- The Nature of Play
- Types of Players
- Levels of Engagement
- Directing Games for Emotion
- World Building
- The Dramatic Arc
- Crafting Emotional Beats in The Last of Us
- Chapter 5 Working with System Dynamics
- Games as Systems
- Objects
- Properties
- Behaviors
- Relationships
- System Dynamics
- Deconstructing Set
- Tic-Tac-Toe
- Chess
- Mastermind versus Clue
- Economies
- Simple Bartering
- Complex Bartering
- Simple Market
- Complex Market
- Meta Economy
- Emergent Systems
- Interacting with Systems
- Information Structure
- Control
- Feedback
- Interaction Loops and Arcs
- Tuning Game Systems
- Designer Perspective: Mary Flanagan
- Designer Perspective: Frank Lantz
- Part 2 Designing a Game
- Chapter 6 Ideation
- Where Do Ideas Come From?
- Constraints and Creativity
- Brainstorming
- Brainstorming Best Practices
- Alternative Methods
- List Creation
- Idea Cards
- Mind Map
- Stream of Consciousness
- Electronic Arts Preproduction Workshop
- Shout It Out
- Cut It Up
- Surrealist Games
- Research
- Editing and Refining
- Aligned with Goals
- Technical Feasibility
- Market Opportunity
- Artistic Considerations
- Business/Cost Restrictions
- A Conversation with Will Wright
- Turning Ideas into a Game
- Focus on the Formal Elements
- Writing a Treatment.
- Logline
- Key Art
- Practice, Practice, Practice
- Feature Design
- Feature Storyboards
- Getting the Most out of Focus Groups
- Experimental Gameplay
- Ideas vs. Designs
- Designer Perspective: Josh Holmes
- Chapter 7 Prototyping
- Methods of Prototyping
- Physical Prototypes
- Battleship Prototype
- More Examples
- Up the River Prototype
- Prototyping a First-Person Shooter
- Catastrophic Prototyping and Other Stories
- Perspective on Physical Prototyping
- Prototyping Your Original Game Idea
- Visualizing Core Gameplay
- Building the Physical Prototype
- The Design Evolution of Magic: The Gathering
- Refining Your Visualization
- Making the Physical Prototype Better
- Beyond the Physical Prototype
- Designer Perspective: James Ernest
- Designer Perspective: Katie Salen
- Chapter 8 Digital Prototyping
- Types of Digital Prototypes
- Prototyping Game Mechanics
- Prototyping Aesthetics
- Prototyping Kinesthetics
- Prototyping Technology
- Using Software Prototypes in Game Design
- Prototyping Cloud
- Designing Control Schemes
- Selecting Viewpoints
- Overhead View
- Prototyping for Game Feel
- Side View
- Isometric View
- First-Person View
- Third-Person View
- Effective Interface Design
- Form Follows Function
- Metaphors
- Visualization
- Grouping Features
- Consistency
- Prototyping Tools
- Programming Languages
- Game Engines
- Popular Creation Tools
- Designer Perspective: David Perry
- Designer Perspective: Elan Lee
- Chapter 9 Playtesting
- Playtesting and Iterative Design
- Recruiting Playtesters
- Self-Testing
- Playtesting with Confidants
- Playtesting with People You Do Not Know
- Finding the Ideal Playtesters.
- Playtesting with Your Target Audience
- Conducting a Playtesting Session
- Why We Play Games
- Introduction (2-3 Minutes)
- Warm-Up Discussion (5 Minutes)
- Play Session (15-20 Minutes)
- Discussion of Game Experience (15-20 Minutes)
- Wrap-Up
- Methods of Playtesting
- How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes
- A Primer for Playtesting: Don't Follow These Rules!
- The Play Matrix
- Taking Notes
- Basic Usability Techniques
- Do Not Lead
- Remind Testers to Think Out Loud
- Quantitative Data
- Metrics in Game Design
- Data Gathering
- Test Control Situations
- Rapid Iterative Testing and Evaluation
- Playtesting Practice
- Final Analysis
- Chapter 10 Functionality, Completeness, and Balance
- What Are You Testing For?
- Foundation
- Structure
- Formal Details
- Refinement
- Is Your Game Functional?
- Is Your Game Internally Complete?
- Solution #1
- Solution #2
- Solution #3
- Solution #4
- Discussion
- Loopholes
- Loopholes versus Features
- Dead Ends
- Wrapping Up Completeness
- Is Your Game Balanced?
- Balancing Variables
- Balancing the Dynamics
- Reinforcing Relationships
- Dominant Objects
- Dominant Strategies
- Balancing Positions
- Symmetrical Games
- Asymmetrical Games
- Asymmetrical Objectives
- Ticking Clock
- Protection
- Combination
- Individual Objectives
- Complete Asymmetry
- Balancing for Skill
- Balancing for the Median Skill Level
- Balancing Dynamically
- Balancing Computer-Controlled Characters
- Techniques for Balancing Your Game
- Think Modular
- Purity of Purpose
- A Conversation with Rob Pardo
- One Change at a Time
- Spreadsheets
- Designer Perspective: Shawn Alexander Allen
- Designer Perspective: Heather Kelley
- End Notes.
- Chapter 11 Fun and Accessibility
- Is Your Game Fun?
- Analyzing Appeal
- Improving Player Choices
- Types of Decisions
- Cake-Cutting Scenario
- The Prisoner's Dilemma
- Puzzles
- Rewards and Punishments
- Anticipation
- Surprise
- Progress
- The End
- Fun Killers
- Micromanagement
- Stagnation
- Tuning and Balance: Us vs . It
- Insurmountable Obstacles
- Arbitrary Events
- Predictable Paths
- Beyond Fun
- Is Your Game Accessible?
- Using Audio as a Game Feedback Device
- Designer Perspective: Wren Brier
- Part 3 Working as a Game Designer
- Chapter 12 Team Structures
- Team Structure
- Publisher versus Developer
- Developer's Team
- Game Designer
- Producer
- Programmers
- Building Inclusive Design Teams
- Visual Artists
- QA Engineers
- Specialized Media
- Level Designer
- Publisher's Team
- Marketing Team
- Executives
- Usability Specialists
- User Research and Metrics
- Team Profile
- All Contribute to the Design
- Team Building
- Team Communication
- Conducting Meetings
- Agile Development
- Unions in the Game Industry
- Designer Perspective: Nahil Sharkasi
- Designer Perspective: Elizabeth Lapensée
- Designer Perspective: Jenova Chen
- End Note
- Chapter 13 Stages and Methods of Development
- Stages Defined
- From Concept to Contract
- Preproduction
- Production
- From Classroom to Console: Producing flOw for the PlayStation 3
- Postproduction and Quality Assurance
- Maintenance and Updates
- Using Agile Development
- Agile Project Planning
- Goals
- Priorities
- Schedule
- Budget
- Scoping and Revising
- Milestones and Approvals
- Opportunities for Indie Gamemakers
- Designer Perspective: Michael John.
- Further Reading.
- Notes:
- Description based on print version record.
- Other Format:
- Print version: Fullerton, Tracy Game Design Workshop
- ISBN:
- 9781003858447
- 1003858449
- 9781003460268
- OCLC:
- 1452735559
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