Item Details

Game Design Workshop: A Playcentric Approach to Creating Innovative Games

by Tracy Fullerton, with a foreword by Eric Zimmerman
Format
Book
Published
Boca Raton, FL : CRC Press/Taylor & Francis Group, [2014]
Edition
3rd edition
Language
English
ISBN
9781482217162, 1482217163
Summary
"Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers"--
Contents
  • Pt. 1: Game design basics. The role of the game designer
  • The structure of games
  • Working with formal elements
  • Working with dramatic elements
  • Working with system dynamics
  • Pt. 2: Designing a game. Conceptualization
  • Prototyping
  • Digital prototyping
  • Playtesting
  • Functionality, completeness, and balance
  • Fun and accessibility
  • Pt. 3: Working as a game designer. Team structures
  • Stages and methods of development
  • Communicating your designs
  • Understanding the new game industry
  • Selling yourself and your ideas to the game industry.
Description
xxvii, 507 pages : illustrations ; 24 cm
Notes
  • "An A K Peters book."
  • Includes bibliographical references and index.
Technical Details
  • Access in Virgo Classic

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    a| Game design workshop : b| a playcentric approach to creating innovative games / c| by Tracy Fullerton, with a foreword by Eric Zimmerman.
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    a| xxvii, 507 pages : b| illustrations ; c| 24 cm
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    a| Pt. 1: Game design basics. The role of the game designer -- The structure of games -- Working with formal elements -- Working with dramatic elements -- Working with system dynamics -- Pt. 2: Designing a game. Conceptualization -- Prototyping -- Digital prototyping -- Playtesting -- Functionality, completeness, and balance -- Fun and accessibility -- Pt. 3: Working as a game designer. Team structures -- Stages and methods of development -- Communicating your designs -- Understanding the new game industry -- Selling yourself and your ideas to the game industry.
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    a| "Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers"-- c| Provided by publisher.
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    a| Computer games x| Programming.
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    a| Computer games x| Design.
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    a| QA76.76 .C672 F84 2014 w| LC i| X031650966 l| STACKS m| SCI-ENG t| BOOK

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