Game Design Workshop
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Table of Contents

GAME DESIGN BASICS
The Role of the Game Designer
Sidebar—Designers You Should Know
Sidebar—The Iterative Process
Designer Perspective Christina Norman
Designer Perspective Warren Spector

The Structure of Games
Sidebar—What is a Puzzle?
Designer Perspective Jane McGonigal
Designer Perspective Randy Smith

Working with Formal Elements
Sidebar—Persuasive Games
Designer Perspective Tim LeTourneau
Sidebar—The Mechanic is the Message

Working with Dramatic Elements
Sidebar—The Two Great Myths of Interactive Storytelling
Designer Perspective Dr. Ray Muzyka
Designer Perspective Don Daglow

Working with System Dynamics
Sidebar—Deconstructing Set
Sidebar —A Conversation with Will Wright, by Celia Pearce
Designer Perspective Alan R. Moon
Designer Perspective Frank Lantz

DESIGNING A GAME
Conceptualization

Sidebar—EA Pre-production Workshop
Sidebar—Where Do Game Ideas Come From?
Sidebar—Getting the Most Out of Focus Groups
Sidebar – Experimental Game Design
Designer Perspective Josh Holmes

Prototyping
Sidebar—Catastrophic Prototyping and Other Stories
Sidebar—The Design Evolution of Magic the Gathering
Designer Perspective James Ernest
Designer Perspective Katie Salen

Digital Prototyping
Sidebar—Using Software Prototypes in Game Design
Sidebar—Prototyping Cloud
Sidebar—Prototyping for Game Feel
Designer Perspective David Perry
Designer Perspective Elan Lee

Playtesting
Sidebar—Why We Play Games
Sidebar—How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes
Sidebar—A Primer for Playtesting
Sidebar—Metrics in Game Design

Functionality, Completeness, and Balance
Sidebar – A Conversation with Rob Pardo
Designer Perspective Brian Hersch
Designer Perspective Heather Kelley

Fun and Accessibility
Sidebar—Tuning and Balance: Us vs It
Sidebar—Using Audio as a Game Feedback Device
Designer Perspective Robin Hunicke
Designer Perspective Lorne Lanning

WORKING AS A GAME DESIGNER
Team Structures
Sidebar – Applying for a Job in Game Design
Designer Perspective Nahil Sharkasi
Designer Perspective Matt Firor
Designer Perspective Jenova Chen

Stages and Methods of Development
Sidebar—From Classroom to Console: Producing Flow for the Playstation 3
Sidebar—Opportunities for Indie Gamemakers
Designer Perspective Michael John
Designer Perspective Jeff Watson

Communicating Your Designs
Sidebar—Virtual Reality and Oculus Rift
Designer Perspective Anna Anthropy
Designer Perspective Rob Daviau

Understanding the New Game Industry
Sidebar—Mobile Game Design and Zombies, Run!
Designer Perspective Keita Takahashi
Designer Perspective Graeme Bayless

Selling Yourself and Your Ideas to the Game Industry
Designer Perspective Erin Reynolds
Designer Perspective Matt Korba
Designer Perspective Asher Vollmer

Conclusion

Reviews

"Game Design Workshop is a truly great book and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful, and inspiring to all kinds of game designers."
—Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California "This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don’t radically alter the thing about the book that is great: a playcentric approach to game design."
—Colleen Macklin, Associate Professor, Parsons The New School for Design "Tracy Fullerton’s Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing, and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use."
—Warren Spector, Creative Director, Junction Point Studios

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