Chris Crawford On Game Design

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Chris Crawford on Game Design

Author : Chris Crawford
Publisher : New Riders
Page : 498 pages
File Size : 41,6 Mb
Release : 2003
Category : Computers
ISBN : 0131460994

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Chris Crawford on Game Design by Chris Crawford Pdf

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

The Art of Computer Game Design

Author : Linda L Crawford,Chris Crawford
Publisher : McGraw-Hill/Glencoe
Page : 120 pages
File Size : 42,5 Mb
Release : 1984-01-01
Category : Computers
ISBN : 0078811171

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The Art of Computer Game Design by Linda L Crawford,Chris Crawford Pdf

Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development

Chris Crawford on Interactive Storytelling

Author : Chris Crawford
Publisher : New Riders
Page : 614 pages
File Size : 40,7 Mb
Release : 2012-12-12
Category : Computers
ISBN : 9780133119633

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Chris Crawford on Interactive Storytelling by Chris Crawford Pdf

As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Theory of Fun for Game Design

Author : Raph Koster
Publisher : "O'Reilly Media, Inc."
Page : 259 pages
File Size : 53,8 Mb
Release : 2005
Category : Computers
ISBN : 9781932111972

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Theory of Fun for Game Design by Raph Koster Pdf

Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Rules of Play

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 680 pages
File Size : 42,5 Mb
Release : 2003-09-25
Category : Computers
ISBN : 0262240459

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Rules of Play by Katie Salen Tekinbas,Eric Zimmerman Pdf

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Art of Interactive Design

Author : Chris Crawford
Publisher : Unknown
Page : 128 pages
File Size : 54,7 Mb
Release : 2002-12-01
Category : Electronic
ISBN : 0613914775

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Art of Interactive Design by Chris Crawford Pdf

A nontechnical book on the theory of interactivity design, this guide has clear examples and applications that explain what interactivity is, how it works, why it's important and how to design good software.

Balance of Power

Author : Chris Crawford
Publisher : Microscope Publications Limited
Page : 306 pages
File Size : 46,9 Mb
Release : 1986-01-01
Category : Computers
ISBN : 0914845977

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Balance of Power by Chris Crawford Pdf

Game Mechanics

Author : Ernest Adams,Joris Dormans
Publisher : New Riders
Page : 442 pages
File Size : 47,8 Mb
Release : 2012
Category : Computers
ISBN : 9780321820273

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Game Mechanics by Ernest Adams,Joris Dormans Pdf

Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualise and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games.

Games | Game Design | Game Studies

Author : Gundolf S. Freyermuth
Publisher : Fuego
Page : 233 pages
File Size : 40,9 Mb
Release : 2016-03-18
Category : Computers
ISBN : 9783862871773

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Games | Game Design | Game Studies by Gundolf S. Freyermuth Pdf

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

Theory of Fun for Game Design

Author : Raph Koster
Publisher : "O'Reilly Media, Inc."
Page : 300 pages
File Size : 49,5 Mb
Release : 2013-11-08
Category : Computers
ISBN : 9781449363178

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Theory of Fun for Game Design by Raph Koster Pdf

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Re:play

Author : Amy Scholder,Eric Zimmerman
Publisher : Peter Lang Incorporated, International Academic Publishers
Page : 284 pages
File Size : 50,5 Mb
Release : 2003
Category : Art
ISBN : UOM:39015059217219

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Re:play by Amy Scholder,Eric Zimmerman Pdf

Computer and video games are only a few decades old, but in that short time they have exploded into our culture - as high-tech playtoys, as controversial popular media, and as a major economic force. Re: Play brings together game designers, new media artists, interdisciplinary curators and players in debate and conversation about technology and design, gaming addictions and geek subcultures, the aesthetics of violence, gender transgressions, the erotics of gaming, and the business of play - capturing the zeitgeist that is digital games. User-friendly and fully illustrated, Re: Play includes a comprehensive game glossary.

Game Programming Patterns

Author : Robert Nystrom
Publisher : Genever Benning
Page : 354 pages
File Size : 50,9 Mb
Release : 2014-11-03
Category : Computers
ISBN : 9780990582915

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Game Programming Patterns by Robert Nystrom Pdf

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Interactive Storytelling

Author : Rebecca Rouse,Hartmut Koenitz,Mads Haahr
Publisher : Springer
Page : 673 pages
File Size : 50,6 Mb
Release : 2018-11-26
Category : Computers
ISBN : 9783030040284

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Interactive Storytelling by Rebecca Rouse,Hartmut Koenitz,Mads Haahr Pdf

This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.

Chris Crawford on Interactive Storytelling

Author : Chris Crawford
Publisher : Pearson Education
Page : 417 pages
File Size : 51,9 Mb
Release : 2004-10-06
Category : Games & Activities
ISBN : 9780132582254

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Chris Crawford on Interactive Storytelling by Chris Crawford Pdf

As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.

Designing Virtual Worlds

Author : Richard A. Bartle
Publisher : New Riders
Page : 768 pages
File Size : 44,6 Mb
Release : 2004
Category : Computers
ISBN : 0131018167

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Designing Virtual Worlds by Richard A. Bartle Pdf

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.