Game Design Theory

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Game Design Theory

Author : Keith Burgun
Publisher : CRC Press
Page : 188 pages
File Size : 46,9 Mb
Release : 2012-08-13
Category : Computers
ISBN : 9781466554214

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Game Design Theory by Keith Burgun Pdf

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.

Game Design

Author : Rouse Richard
Publisher : Jones & Bartlett Publishers
Page : 750 pages
File Size : 45,5 Mb
Release : 2004
Category : Computers
ISBN : UCSC:32106017431047

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Game Design by Rouse Richard Pdf

456 Puzzle Solving p.

Theory of Fun for Game Design

Author : Raph Koster
Publisher : "O'Reilly Media, Inc."
Page : 259 pages
File Size : 42,8 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.

An Architectural Approach to Level Design

Author : Christopher W. Totten
Publisher : CRC Press
Page : 474 pages
File Size : 45,8 Mb
Release : 2018-09-03
Category : Computers
ISBN : 9781351982924

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An Architectural Approach to Level Design by Christopher W. Totten Pdf

Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

The Art of Game Design

Author : Jesse Schell
Publisher : CRC Press
Page : 522 pages
File Size : 44,8 Mb
Release : 2008-08-04
Category : Art
ISBN : 9780123694966

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The Art of Game Design by Jesse Schell Pdf

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

Theory of Fun for Game Design

Author : Raph Koster
Publisher : "O'Reilly Media, Inc."
Page : 300 pages
File Size : 47,9 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

The Art of Game Design

Author : Jesse Schell
Publisher : CRC Press
Page : 935 pages
File Size : 52,8 Mb
Release : 2019-07-31
Category : Computers
ISBN : 9781351803632

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The Art of Game Design by Jesse Schell Pdf

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Quests

Author : Jeff Howard
Publisher : CRC Press
Page : 248 pages
File Size : 41,6 Mb
Release : 2008-01-24
Category : Computers
ISBN : 9781439880814

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Quests by Jeff Howard Pdf

This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nigh

Rules of Play

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 680 pages
File Size : 44,5 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.

Clockwork Game Design

Author : Keith Burgun
Publisher : CRC Press
Page : 147 pages
File Size : 46,7 Mb
Release : 2015-05-15
Category : Computers
ISBN : 9781317630395

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Clockwork Game Design by Keith Burgun Pdf

Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations

Game Design

Author : Jim Thompson,Barnaby Berbank-Green,Nic Cusworth
Publisher : John Wiley & Sons
Page : 193 pages
File Size : 43,5 Mb
Release : 2007-03-09
Category : Computers
ISBN : 9780471968948

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Game Design by Jim Thompson,Barnaby Berbank-Green,Nic Cusworth Pdf

Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.

Life Is a Game

Author : Edward Castronova
Publisher : Bloomsbury Publishing USA
Page : 233 pages
File Size : 47,8 Mb
Release : 2020-09-17
Category : Computers
ISBN : 9781501359170

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Life Is a Game by Edward Castronova Pdf

What if life is a game? Are you winning? Have you even decided what 'winning' is? Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game – the player – makes choices that have consequences. Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure. Bringing together questions relating to diverse fields – such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.

Game Design

Author : Richard Rouse
Publisher : Wordware Computer Books
Page : 612 pages
File Size : 55,9 Mb
Release : 2001
Category : Computer games
ISBN : 1556227353

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Game Design by Richard Rouse Pdf

Richard Rouse explores gameplay, one of the most important but least discussed elements of computer game design that makes a game compelling and entertaining. He focusses in detail on such topics as game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design and playtesting. included are in-depth interviews with top game designers.

Challenges for Game Designers

Author : Brenda Brathwaite,Ian Schreiber
Publisher : Charles River Media
Page : 317 pages
File Size : 47,9 Mb
Release : 2009
Category : Computers
ISBN : 158450580X

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Challenges for Game Designers by Brenda Brathwaite,Ian Schreiber Pdf

Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Kobold Guide to Board Game Design

Author : Mike Selinker,David Howell,Jeff Tidball
Publisher : Open Design LLC
Page : 146 pages
File Size : 51,7 Mb
Release : 2012-09
Category : Games
ISBN : 1936781042

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Kobold Guide to Board Game Design by Mike Selinker,David Howell,Jeff Tidball Pdf

Winner of the 2012 Origins Award Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The "Kobold Guide to Board Game Design" gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.