Anna Anthropy is an artist, author and game creatrix working in the East Bay area. As an ambassador for game creation, she works to empower marginalised voices to gain access to game creation. Her first book, Rise of the Videogame Zinesters, is an autobiography / manifesto / DIY guide.
Naomi Clark has been designing and producing games for more than two decades, ever since she started creating text-based virtual worlds as a teenager. She’s worked on multiplayer web games (Sissyfight 2000), casual downloadable games (Miss Management), Flash games for kids (LEGO Junkbot). and Facebook games (Dreamland) while working with companies like Gamelab, LEGO, Rebel Monkey, and Fresh Planet. Naomi has also taught classes and workshops at Parsons School of Design, the NYU Game Center, and the New York Film Academy, and written game analysis and feminist critique for Feministe.
“A Game Design Vocabulary succeeds where many have failed–to
provide a broad-strokes overview of videogame design. Utilizing
analytic smarts, an encyclopedic knowledge of games, and
subcultural attitude, Naomi Clark and Anna Anthropy get to the
heart of how games work. “Why is this book important?
Videogames are the defining mass medium of our time, yet even those
who make games lack a clear language for understanding their
fundamental mechanics. A Game Design Vocabulary is essential
reading for game creators, students, critics, scholars, and fans
who crave insight into how game play becomes meaningful.”
–Eric Zimmerman, Independent Game Designer and Arts Professor, NYU
Game Center
“A Game Design Vocabulary marks an important step forward for our
discipline. Anna Anthropy and Naomi Clark’s extraordinarily lucid
explanatio ns give us new ways to unpick the complexities of
digital game design. Grounded in practical examples and bursting
with original thinking, you need this book in your game design
library.”
–Richard Lemarchand, Associate Professor, USC, Lead Designer,
Uncharted
“Anthropy and Clark have done it! Created an intuitive vocabulary
and introduction to game design in a concise, clear, and
fun-to-read package. The exercises alone are a great set of
limbering-up tools for those new to making games and seasoned
designers, both.”
–Colleen Macklin, Game Designer and Professor, Parsons The New
School for Design
“Two of my favorite game design minds sharing a powerful set
of tools for designing meaningful games? I’m so excited for this
book. A Game Design Vocabulary may very well be the best thing to
happen to game design education in more than a decade. I can’t wait
to put this book in the hands of my students and dev friends
alike.”
–John Sharp, Associate Professor of Games and Learning, Parsons The
New School for Design
“Some of the greatest challenges to the intelligent advancement of
game-making can be found in the ways we conceptualize and discuss
them. This simple yet profound new vocabulary is long-overdue and
accessible enough to help new creators work within a meaningful
framework for games.”
–Leigh Alexander, Game Journalist and Critic
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