ゲーム設計ワークショップ:革新的なゲームをつくる体験中心アプローチ(第5版)<br>Game Design Workshop : A Playcentric Approach to Creating Innovative Games(5)

個数:1
紙書籍版価格
¥15,444
  • 電子書籍
  • ポイントキャンペーン

ゲーム設計ワークショップ:革新的なゲームをつくる体験中心アプローチ(第5版)
Game Design Workshop : A Playcentric Approach to Creating Innovative Games(5)

  • 著者名:Fullerton, Tracy
  • 価格 ¥12,161 (本体¥11,056)
  • A K Peters/CRC Press(2024/04/19発売)
  • 冬の読書を楽しもう!Kinoppy 電子書籍・電子洋書 全点ポイント25倍キャンペーン(~1/25)
  • ポイント 2,750pt (実際に付与されるポイントはご注文内容確認画面でご確認下さい)
  • 言語:ENG
  • ISBN:9781032607009
  • eISBN:9781003858447

ファイル: /

Description

“Create the digital games you love to play.”

Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.

Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.

This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.

Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

Table of Contents

Foreword. Preface. Acknowledgments. Image Credits and Copyright Notices. Introduction. Part 1 Game Design Basics. Chapter 1 The Role of the Game Designer. Chapter 2 The Structure of Games. Chapter 3 Working with Formal Elements. Chapter 4 Working with Dramatic Elements. Chapter 5 Working with System Dynamics. Part 2 Designing a Game. Chapter 6 Ideation. Chapter 7 Prototyping. Chapter 8 Digital Prototyping. Chapter 9 Playtesting. Chapter 10 Functionality, Completeness, and Balance. Chapter 11 Fun and Accessibility. Part 3 Working as a Game Designer. Chapter 12 Team Structures. Chapter 13 Stages and Methods of Development. Chapter 14 Communicating Your Designs. Chapter 15 Understanding the New Game Industry. Chapter 16 Selling Yourself and Your Ideas to the Game Industry. Conclusion. Index.

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