- ホーム
- > 洋書
- > 英文書
- > Computer / General
Full Description
Create the Digital Games You Love to PlayDiscover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition.Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game.The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Contents
GAME DESIGN BASICSThe Role of the Game DesignerSidebar-Designers You Should KnowSidebar-The Iterative ProcessDesigner Perspective Christina NormanDesigner Perspective Warren SpectorThe Structure of GamesSidebar-What is a Puzzle? Designer Perspective Jane McGonigalDesigner Perspective Randy SmithWorking with Formal ElementsSidebar-Persuasive GamesDesigner Perspective Tim LeTourneauSidebar-The Mechanic is the MessageWorking with Dramatic ElementsSidebar-The Two Great Myths of Interactive StorytellingDesigner Perspective Dr. Ray MuzykaDesigner Perspective Don DaglowWorking with System DynamicsSidebar-Deconstructing SetSidebar -A Conversation with Will Wright, by Celia PearceDesigner Perspective Alan R. MoonDesigner Perspective Frank LantzDESIGNING A GAMEConceptualizationSidebar-EA Pre-production WorkshopSidebar-Where Do Game Ideas Come From?Sidebar-Getting the Most Out of Focus GroupsSidebar - Experimental Game DesignDesigner Perspective Josh HolmesPrototypingSidebar-Catastrophic Prototyping and Other StoriesSidebar-The Design Evolution of Magic the GatheringDesigner Perspective James ErnestDesigner Perspective Katie SalenDigital PrototypingSidebar-Using Software Prototypes in Game DesignSidebar-Prototyping CloudSidebar-Prototyping for Game Feel Designer Perspective David PerryDesigner Perspective Elan LeePlaytestingSidebar-Why We Play GamesSidebar-How Feedback from Typical Gamers Can Help Avoid Disappointing OutcomesSidebar-A Primer for PlaytestingSidebar-Metrics in Game DesignFunctionality, Completeness, and BalanceSidebar - A Conversation with Rob PardoDesigner Perspective Brian HerschDesigner Perspective Heather KelleyFun and AccessibilitySidebar-Tuning and Balance: Us vs ItSidebar-Using Audio as a Game Feedback DeviceDesigner Perspective Robin HunickeDesigner Perspective Lorne LanningWORKING AS A GAME DESIGNERTeam StructuresSidebar - Applying for a Job in Game DesignDesigner Perspective Nahil SharkasiDesigner Perspective Matt FirorDesigner Perspective Jenova ChenStages and Methods of DevelopmentSidebar-From Classroom to Console: Producing Flow for the Playstation 3Sidebar-Opportunities for Indie GamemakersDesigner Perspective Michael JohnDesigner Perspective Jeff WatsonCommunicating Your DesignsSidebar-Virtual Reality and Oculus RiftDesigner Perspective Anna AnthropyDesigner Perspective Rob DaviauUnderstanding the New Game IndustrySidebar-Mobile Game Design and Zombies, Run!Designer Perspective Keita TakahashiDesigner Perspective Graeme BaylessSelling Yourself and Your Ideas to the Game IndustryDesigner Perspective Erin ReynoldsDesigner Perspective Matt KorbaDesigner Perspective Asher VollmerConclusion