Challenges for Game Designers (häftad)
Fler böcker inom
Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
318
Utgivningsdatum
2008-10-06
Upplaga
illustrated ed
Förlag
CHARLES RIVER MEDIA
Medarbetare
Schreiber, Ian
Illustrationer
illustrations
Dimensioner
234 x 196 x 25 mm
Vikt
703 g
Antal komponenter
1
ISBN
9781584505808

Challenges for Game Designers

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Häftad,  Engelska, 2008-10-06

Slutsåld

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.

Kundrecensioner

Det finns 1 recension av Challenges for Game Designers. Har du också läst boken? Om du har köpt den på Bokus.com vill vi gärna höra vad du tyckte om den! Sätt ditt betyg »
  1. Denna är en guldgruva för alla typer av speldesigners....
    D.N., 10 december 2013

    Denna är en guldgruva för alla typer av speldesigners. Det står att den riktar sig till datorspelsutvecklare, men den funkar lika bra för en som vill konstruera brädspel. Alla övningar i den görs på papper.

    Den är full av olika övningar som får en att tänka till och testa olika koncept på ett visst tema eller runt en idé.

    Nackdelen om man är ensam utvecklare, är att den förutsätter att man är flera som jobbar ihop, typ upplagd som en lärobok för skolbruk. Visserligen är det... Läs hela recensionen

Fler böcker av författarna

  • Sex in Video Games

    Brenda Brathwaite

  • Game Balance

    Ian Schreiber, Brenda Romero

    Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting ...

Recensioner i media

Introduction BUILDING BLOCKS Chapter 1: The Basics Chapter 2: Mechanics & Dynamics Chapter 3: Puzzle Design Chapter 4: Converting Digital to Physical WRITING GAME CONCEPTS Chapter 5: Working with Licenses and IP Chapter 6: Creating Sequels Chapter 7: Targeting a Market Chapter 8: Learning an Unfamiliar Genre Chapter 9: Designing a Game to Tell a Story THE DICE VS. THE BRAIN Chapter 10: Elements of Chance Chapter 11: Elements of Skill Chapter 12: Balancing Challenge and Skill ADDITIVE AND SUBTRACTIVE DESIGN Chapter 13: Adding and Subtracting Mechanics Chapter 14: Technological Constraints Chapter 15: Incorporating New Assets Chapter 16: But Make it Multiplayer THE USER INTERFACE Chapter 17: Designing for a Special Controller Chapter 18: Creating a User Interface OFF THE BEATEN PATH Chapter 19: Games as Artistic Statements Chapter 20: Games for Education/Teaching Chapter 21: Serious Games Chapter 22: Casual Games Chapter 23: Social Networking STUFF THAT FIT NOWHERE ELSE Chapter 24: You want me to do what?

Övrig information

Brenda Brathwaite is an award-winning game designer, artist, writer, and creative director with 30 years of experience in the industry. Before founding Loot Drop, Brenda worked for a variety of game companies including Atari, Electronic Arts, Sir-tech Software, and numerous companies in the social games space. She has worked on many Facebook games, including Cloudforest Expedition, Ravenwood Fair, Critter Island, SuperPoke Pets!, SPP Ranch, Garden Life, Rock Riot, and Top Fish. Brenda served on the board of the International Game Developers Association (IGDA) and presently chairs the IGDAs Women in Games Special Interest group. Brenda was named Woman of the Year by Charisma+2 Magazine in 2010 and also was a nominee in Microsofts 2010 Women in Games game design awards. In 2009, her game Train won the coveted Vanguard Award at IndieCade. She was named one of the top 20 most influential women in the game industry by Gamasutra.com in 2008 and one of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the 50 artists, actors, authors, activists, and icons who are making the world a more stimulating place. Ian Schreiber has been in the industry for eight years, first as a programmer and then as a game designer. He has worked on five published game titles, including Playboy: the Mansion and the Nintendo DS version of Marvel Trading Card Game. He has also developed training/simulation games for two Fortune 500 companies. Ian has taught game design and development courses at Ohio University, Columbus State Community College, and Savannah College of Art and Design, and has mentored college students at those and several other universities. Ian is co-author of "Challenges for Game Designers."

Innehållsförteckning

Introduction & Welcome;

Part I: Building Blocks;
Chapter 1: The Basics;
Chapter 2: Game Design Atoms;
Chapter 3: Puzzle Design;
Chapter 4: Converting Digital to Physical;

Part II: Chance and Skill;
Chapter 5: Elements of Chance;
Chapter 6: Elements of Strategic Skill;
Chapter 7: Elements of Twitch Skill;
Chapter 8: Chance and Skill: Finding the Balance;

Part III: Writing Game Concepts;
Chapter 9: What Is Intellectual Property?;
Chapter 10: Creating Sequels;
Chapter 11: Targeting a Market;
Chapter 12: Learning an Unfamiliar Genre;
Chapter 13: Designing a Game to Tell a Story;

Part IV: Additive and Subtractive Design;
Chapter 14: Adding and Subtracting Mechanics;
Chapter 15: "But Make It Multiplayer";

Part V: Special Topics;
Chapter 16: Creating a User Interface;
Chapter 17: Games as Art;
Chapter 18: Games as a Teaching Tool;
Chapter 19: Serious Games;
Chapter 20: Casual Games;
Chapter 21: Social Networks and Games;