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
"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
Ask a Question About this Product More... |