Challenges for Game Designers

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Challenges for Game Designers

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 352 p.
  • 言語 ENG
  • 商品コード 9781584505808
  • DDC分類 794.81

Full Description

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.

Contents

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;

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