My Account Log in

1 option

Game Design Workshop : A Playcentric Approach to Creating Innovative Games / Tracy Fullerton.

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
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

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account