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Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition 4th edition


Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition 4th edition

Paperback by Fullerton, Tracy (University of Southern California, Los Angeles, USA)

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition

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£45.04

ISBN:
9781138098770
Publication Date:
27 Aug 2018
Edition/language:
4th edition / English
Publisher:
Taylor & Francis Ltd
Imprint:
CRC Press
Pages:
522 pages
Format:
Paperback
For delivery:
Estimated despatch 10 May 2024
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition

Description

This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

Contents

Chapter 1 The Role of the Game Designer; Chapter 2 The Structure of Games; Chapter 3 Working with Formal Elements; Chapter 4 Working with Dramatic Elements; Chapter 5 Working with System Dynamics; Chapter 6 Conceptualization; Chapter 7 Prototyping; Chapter 8 Digital Prototyping; Chapter 9 Playtesting; Chapter 10 Functionality, Completeness, and Balance; Chapter 11 Fun and Accessibility; Chapter 12 Team Structures; Chapter 13 Stages of Development; The Design Document; Chapter 15 Understanding the Game Industry ; Chapter 16 Selling Yourself and Your Ideas to the Game Industry

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