Players making decisions game design essentials and the art of understanding your players 1st edition by Hiwiller – Ebook Instant Download/Delivery ISBN(s): 013439464X, 9780134394640
Product details:
- ISBN 10: 013439464X
- ISBN 13: 9780134394640
- Author: Hiwiller
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions.
Table of contents:
Part 1: Getting Started
1. What Is a Game Designer?
Responsibilities of a Game Designer
Attributes of a Game Designer
Varied Interests
Persistence
Mindset and Purpose
Make Things
Cultivate Your Gardens
On Ontology and Dogma
Formalism
Summary
2. Problem Statements
Defining the Problem
Low-Hanging Fruit
Functional Fixedness
Brainstorming
Summary
3. Development Structures
Production Methodologies
Waterfall
Iterative Processes
Climbing the Pyramid
Scope
Summary
4. Starting Practices
Analog Games
Theme and Mechanics
Next Steps
Designing for Others
Opening Questions
Summary
Part 2: Prototypes and Playtesting
5. Paper Prototyping Development Techniques
Software and Materials
Art
Cards
InDesign Data Merge
Summary
6. Playtesting
Playtesting Goals
Playtesting Benefits
Listening to Feedback
Fear of Critique
Confirmation Bias
Finding Playtesters
Iterating
Summary
7. Playtesting Methods
The Testing Environment
Keep Playtesters Talking
A/B Testing
Self-Playtesting
Summary
8. Prototypes and Intellectual Property
Do I Need an NDA?
Ideas and Value
Summary
Part 3: Meaningful Decisions
9. Flow and the Fundamental Game Design Directive
10. Decision-Making
11. Randomness
12. Goals
Part 4: Describing Game Elements
13. Mechanics, Dynamics, and Aesthetics (MDA)
14. Milieu
15. Rules and Verbs
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