Character Driven Game Design

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Character-Driven Game Design

Author : Petri Lankoski
Publisher : Taik Books
Page : 184 pages
File Size : 52,8 Mb
Release : 2011-05
Category : Electronic
ISBN : 9789526000022

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Character-Driven Game Design by Petri Lankoski Pdf

How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.

Better Game Characters by Design

Author : Katherine Isbister
Publisher : CRC Press
Page : 443 pages
File Size : 40,9 Mb
Release : 2022-04-29
Category : Art
ISBN : 9781000688863

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Better Game Characters by Design by Katherine Isbister Pdf

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Basics of Game Design

Author : Michael Moore
Publisher : CRC Press
Page : 378 pages
File Size : 43,9 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781439867761

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Basics of Game Design by Michael Moore Pdf

Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t

Game Writing

Author : Chris Bateman
Publisher : Bloomsbury Publishing USA
Page : 457 pages
File Size : 49,7 Mb
Release : 2021-01-28
Category : Games & Activities
ISBN : 9781501348976

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Game Writing by Chris Bateman Pdf

As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.

Designing Character-based Console Games

Author : Mark Davies
Publisher : Unknown
Page : 570 pages
File Size : 54,5 Mb
Release : 2007
Category : Computers
ISBN : 1584505214

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Designing Character-based Console Games by Mark Davies Pdf

In today's game market more games are developed for the Xbox?, PlayStation?, and Nintendo? systems than for the PC, so designers and developers need to hone their skills and learn console specific techniques in order to succeed in this very competitive field. Designing Character-Based Console Games delves into the intricacies and technical details of console design, while covering the broader aspects of design that apply to all types of games, including action-adventure, first person shooters, and role-playing games. It offers a starting point for any budding designer, a point of reference for anyone who wants to learn more about how games are made, and a few choice nuggets of information for the expert. By following the process of design from start to finish, the book teaches best-practice design methods to help designers avoid repeating common mistakes. It provides a thorough discussion of gameplay and how to design it effectively, and how to write the narrative and develop the characters. It explores the important aspects of a character-based game design, including game structure, character control, and combat. Specifics on viewpoint & cameras, artificial intelligence, physics, environments, audio, interface design, economies, and game balancing are also covered in detail.

Virtual Character Design for Games and Interactive Media

Author : Robin James Stuart Sloan
Publisher : CRC Press
Page : 256 pages
File Size : 44,5 Mb
Release : 2015-05-07
Category : Computers
ISBN : 9781466598201

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Virtual Character Design for Games and Interactive Media by Robin James Stuart Sloan Pdf

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.

Game Design Deep Dive

Author : Joshua Bycer
Publisher : CRC Press
Page : 164 pages
File Size : 54,9 Mb
Release : 2022-08-17
Category : Computers
ISBN : 9781000636437

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Game Design Deep Dive by Joshua Bycer Pdf

Game Design Deep Dive: Free-to-Play (F2P) continues the series’ focus on examining genres with a look at the history and methodology behind free-to-play and mobile games. The genre is one of the most lucrative and controversial in the industry. Josh Bycer lays out not only the potential and pitfalls of this design but also explores the ethics behind good and bad monetization. This book offers: A comprehensive look at the practices behind the most popular free-to-play and mobile games A detailed talk about the ethics of F2P, and one of the few honest looks at it from both sides of the argument A perfect read for designers, students, or people wanting to educate themselves about the practices of the genre Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.

The Craft and Science of Game Design

Author : Philippe O'Connor
Publisher : CRC Press
Page : 122 pages
File Size : 40,6 Mb
Release : 2020-12-08
Category : Computers
ISBN : 9781000286755

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The Craft and Science of Game Design by Philippe O'Connor Pdf

The Craft and Science of Game Design: A Video Game Designer’s Manual goes into the nuts and bolts of video game development from the perspective of a veteran designer with more than 20 years of experience in the industry. It covers the psychology and biology of why people play games and goes in depth on the techniques and tricks professional game designers use to be successful in game development. If you are looking to make a career in video games, or are already in the industry, the insights and hard-earned lessons contained in this book are sure to be useful at all levels of the profession. Originally from Canada, Phil O’Connor has been making video games all over the world since 1997. Phil has worked at some of the industry’s largest studios on some of the biggest projects, including Far Cry 3 and Rainbow Six Siege. With credits on nearly 20 games, Phil has shared in this book some of the less-known details of being a game designer in today’s video game industry, along with a breakdown of some of the skills to help professional designers shine.

Aesthetics and Design for Game-based Learning

Author : Michele D. Dickey
Publisher : Routledge
Page : 184 pages
File Size : 40,7 Mb
Release : 2015-02-20
Category : Education
ISBN : 9781317961376

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Aesthetics and Design for Game-based Learning by Michele D. Dickey Pdf

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.

Video Games and the Mind

Author : Bernard Perron,Felix Schröter
Publisher : McFarland
Page : 224 pages
File Size : 40,9 Mb
Release : 2016-07-19
Category : Games & Activities
ISBN : 9781476626277

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Video Games and the Mind by Bernard Perron,Felix Schröter Pdf

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming—the video game experience itself—and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

Game Character Creation with Blender and Unity

Author : Chris Totten
Publisher : John Wiley & Sons
Page : 466 pages
File Size : 54,8 Mb
Release : 2012-06-01
Category : Computers
ISBN : 9781118237717

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Game Character Creation with Blender and Unity by Chris Totten Pdf

A complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.

Game Research Methods: An Overview

Author : Patri Lankoski,Staffan Björk,et al.
Publisher : Lulu.com
Page : 374 pages
File Size : 54,8 Mb
Release : 2015
Category : Education
ISBN : 9781312884731

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Game Research Methods: An Overview by Patri Lankoski,Staffan Björk,et al. Pdf

"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Introduction to Game Design, Prototyping, and Development

Author : Jeremy Gibson Bond
Publisher : Addison-Wesley Professional
Page : 944 pages
File Size : 45,7 Mb
Release : 2014-07-04
Category : Computers
ISBN : 9780133439625

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Introduction to Game Design, Prototyping, and Development by Jeremy Gibson Bond Pdf

Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C# Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms. If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book. COVERAGE INCLUDES In-depth tutorials for eight different game prototypes Developing new game design concepts Moving quickly from design concepts to working digital prototypes Improving your designs through rapid iteration Playtesting your games and interpreting the feedback that you receive Tuning games to get the right “game balance” and “game feel” Developing with Unity, today’s best engine for independent game development Learning C# the right way Using Agile and Scrum to efficiently organize your game design and development process Debugging your game code Getting into the highly competitive, fast-changing game industry

Pattern Language for Game Design

Author : Christopher Barney
Publisher : CRC Press
Page : 301 pages
File Size : 54,5 Mb
Release : 2020-12-08
Category : Computers
ISBN : 9781000259582

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Pattern Language for Game Design by Christopher Barney Pdf

Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Game Design

Author : Lewis Pulsipher
Publisher : McFarland
Page : 277 pages
File Size : 50,9 Mb
Release : 2012-08-08
Category : Games & Activities
ISBN : 9780786469529

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Game Design by Lewis Pulsipher Pdf

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.