Game Design Workshop: Designing, Prototyping, and Playtesting Games (Gama Network Series) (Gama Network Series) 🔍
Tracy Fullerton; Christopher Swain; Steven S Hoffman CRC Press, CRC Press (Unlimited), San Francisco, Calif, 2004
英语 [en] · PDF · 27.0MB · 2004 · 📗 未知类型的图书 · 🚀/ia · Save
描述
As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games.
Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.
备选作者
Fullerton, Tracy; Swain, Christopher, 1966-; Hoffman, Steven, 1965-
备用出版商
San Francisco, Calif.: CMP ; Berkeley, CA: Distributed in the US by Publishers Group West
备用出版商
Telecom Books
备用出版商
C M P Books
备用版本
San Francisco, Calif, Berkeley, CA, California, 2004
备用版本
United States, United States of America
备用版本
San Francisco, Calif, cop. 2004
备用版本
San Francisco, Calif, 2003
元数据中的注释
obscured text
元数据中的注释
Includes bibliographical references (p. 447-448) and index.
备用描述
xvi, 460 pages : 24 cm
Provides exercises that teach fundamental game design skills along with information on prototyping, testing, and designing games
Includes bibliographical references (pages 447-448) and index
Ch. 1. The role of the game designer -- Ch. 2. The structure of games -- Ch. 3. Working with formal elements -- Ch. 4. Working with dramatic elements -- Ch. 5. Working with system dynamics -- Ch. 6. Conceptualization -- Ch. 7. Prototyping -- Ch. 8. Playtesting -- Ch. 9. Functionality, completeness and balance -- Ch. 10. Fun and accessibility -- Ch. 11. Controls and interfaces -- Ch. 12. Team structures -- Ch. 13. Stages of development -- Ch. 14. The design document -- Ch. 15. Understanding the game industry -- Ch. 16. Selling yourself and your ideas to the game industry. Appendix A: Sample budget spreadsheet. Appendix B: Industry magazines and web sites
备用描述
Having discovered patterns in the way that students grasp game design and the mistakes they make, the authors offer methods to help them to create better games. Their exercises require no background in programming or artwork, releasing beginners from the intricacies of electronic game production and letting them learn what works and what doesn't.
备用描述
In this guide, readers will learn the fundamentals of game design through the study of classic systems and by performing exercises provided to strengthen their understanding of how game elements work together. These exercises require no background in programming or artwork
开源日期
2023-06-28
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