Game Design Workshop 4th Edition by Tracy Fullerton – Ebook PDF Instant Download/DeliveryISBN: 1138098770, 978-1138098770
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Product details:
ISBN-10 : 1138098770
ISBN-13 : 978-1138098770
Author: Tracy Fullerton
This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience.
Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game.
This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers.
Game Design Workshop 4th Table of contents:
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
Designer Perspective: Derek Yu
Further Reading
End Notes
Chapter 4 Working with Dramatic Elements
Challenge
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
Play
The Nature of Play
Types of Players
Levels of Engagement
Premise
Character
Story
Directing Games for Emotion
World Building
The Dramatic Arc
Crafting Emotional Beats in The Last of Us
Conclusion
Further Reading
End Notes
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
Conclusion
Designer Perspective: Mary Flanagan
Designer Perspective: Frank Lantz
Further Reading
End Notes
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
Conclusion
Designer Perspective: Josh Holmes
Further Reading
End Notes
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
Conclusion
Designer Perspective: James Ernest
Designer Perspective: Katie Salen
Further Reading
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
Feedback
Prototyping Tools
Programming Languages
Game Engines
Popular Creation Tools
Conclusion
Designer Perspective: David Perry
Designer Perspective: Elan Lee
Further Reading
End Notes
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
Connect Four
Final Analysis
Conclusion
Further Reading
End Notes
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
Conclusion
Designer Perspective: Shawn Alexander Allen
Designer Perspective: Heather Kelley
Further Reading
End Notes
Chapter 11 Fun and Accessibility
Is Your Game Fun?
Challenge
Play
Story
Analyzing Appeal
Improving Player Choices
Types of Decisions
Dilemmas
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
Conclusion
Designer Perspective: Wren Brier
Further Reading
End Notes
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
Producer
Marketing Team
Executives
QA Engineers
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
Conclusion
Designer Perspective: Nahil Sharkasi
Designer Perspective: Elizabeth Lapensée
Designer Perspective: Jenova Chen
Further Reading
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
Conclusion
Designer Perspective: Michael John
Further Reading
Chapter 14 Communicating Your Designs
Visualization
Flowcharts
Tables and Spreadsheets
Concept Art
Description
Artificial Intelligence & the Creative Process
Virtual Reality and Beyond
Formats for Design Documents
Design Macros
Conclusion
Designer Perspective: Anna Anthropy
Designer Perspective: Rob Daviau
Further Reading
End Notes
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Tags: Game Design, Workshop, Tracy Fullerton