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دانلود کتاب Game Design Workshop. A Playcentric Approach to Creating Innovative Games

دانلود کتاب کارگاه طراحی بازی. رویکرد Playcentric برای ایجاد بازی های نوآورانه

Game Design Workshop. A Playcentric Approach to Creating Innovative Games

مشخصات کتاب

Game Design Workshop. A Playcentric Approach to Creating Innovative Games

ویرایش: 5 
نویسندگان:   
سری:  
ISBN (شابک) : 9781032607016, 9781003460268 
ناشر: CRC Press 
سال نشر: 2024 
تعداد صفحات: 587 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 27 مگابایت 

قیمت کتاب (تومان) : 60,000



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فهرست مطالب

Cover
Endorsements Page
Half Title
Title Page
Copyright Page
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
		An Advocate for the Player
			Playtesters
		Passions and Skills
			Communication
			Teamwork
			Process
			Inspiration
			Becoming a Better Player
			Creativity
		A Playcentric Design Process
			Setting Player Experience Goals
			Prototyping and Playtesting
			Designers You Should Know
			Iteration
			The Iterative Design Process
			Prototypes and Playtesting in the Industry
		Designing for Innovation
		Conclusion
			Designer Perspective: Christina Norman
			Designer Perspective: Warren Spector
		Further Reading
		End Notes
	Chapter 2 The Structure of Games
		Go Fish versus Quake
			Go Fish
			Quake
			Comparison
		Engaging the Player
			Challenge
			Play
			Premise
			What is a Puzzle?
			Character
			Story
			Dramatic Elements
		The Sum of the Parts
		Defining Games
		Beyond Definitions
		Conclusion
			Designer Perspective: Jane McGonigal
			Designer Perspective: Randy Smith
		Further Reading
		End Notes
	Chapter 3 Working with Formal Elements
		Players
			Invitation to Play
			Number of Players
			Roles of Players
			Player Interaction Patterns
			Persuasive Games
		Objectives
			Summary
		Procedures
			Connect Four
			Super Mario Bros
			Comparison
			System Procedures
			Defining Procedures
		Rules
			Rules Defining Objects and Concepts
			Rules Restricting Actions
			Rules Determining Effects
			Defining Rules
		Resources
			Lives
			Units
			Health
			Currency
			Actions
			Power-Ups
			Inventory
			Special Terrain
			Time
		Conflict
			Obstacles
			Opponents
			Dilemmas
		Boundaries
			The Mechanic is the Message
		Outcome
		Conclusion
			Designer Perspective: Derek Yu
		Further Reading
		End Notes
	Chapter 4 Working with Dramatic Elements
		Challenge
			A Challenging Activity That Requires Skill
			The Merging of Action and Awareness
			Clear Goals and Feedback
			Concentration on the Task at Hand
			The Paradox of Control
			The Loss of Self-Consciousness
			The Transformation of Time
			Experience Becomes an End in Itself
		Play
			The Nature of Play
			Types of Players
			Levels of Engagement
		Premise
		Character
		Story
			Directing Games for Emotion
		World Building
		The Dramatic Arc
			Crafting Emotional Beats in The Last of Us
		Conclusion
		Further Reading
		End Notes
	Chapter 5 Working with System Dynamics
		Games as Systems
			Objects
			Properties
			Behaviors
			Relationships
		System Dynamics
			Deconstructing Set
			Tic-Tac-Toe
			Chess
			Mastermind versus Clue
			Economies
			Simple Bartering
			Complex Bartering
			Simple Market
			Complex Market
			Meta Economy
			Emergent Systems
		Interacting with Systems
			Information Structure
			Control
			Feedback
			Interaction Loops and Arcs
		Tuning Game Systems
		Conclusion
			Designer Perspective: Mary Flanagan
			Designer Perspective: Frank Lantz
		Further Reading
		End Notes
Part 2 Designing a Game
	Chapter 6 Ideation
		Where Do Ideas Come From?
		Constraints and Creativity
		Brainstorming
			Brainstorming Best Practices
		Alternative Methods
			List Creation
			Idea Cards
			Mind Map
			Stream of Consciousness
			Electronic Arts Preproduction Workshop
			Shout It Out
			Cut It Up
			Surrealist Games
			Research
		Editing and Refining
			Aligned with Goals
			Technical Feasibility
			Market Opportunity
			Artistic Considerations
			Business/Cost Restrictions
			A Conversation with Will Wright
		Turning Ideas into a Game
			Focus on the Formal Elements
			Writing a Treatment
			Logline
			Key Art
			Practice, Practice, Practice
			Feature Design
			Feature Storyboards
			Getting the Most out of Focus Groups
			Experimental Gameplay
		Ideas vs. Designs
		Conclusion
			Designer Perspective: Josh Holmes
		Further Reading
		End Notes
	Chapter 7 Prototyping
		Methods of Prototyping
			Physical Prototypes
			Battleship Prototype
			More Examples
			Up the River Prototype
			Prototyping a First-Person Shooter
			Catastrophic Prototyping and Other Stories
			Perspective on Physical Prototyping
		Prototyping Your Original Game Idea
			Visualizing Core Gameplay
			Building the Physical Prototype
			The Design Evolution of Magic: The Gathering
			Refining Your Visualization
		Making the Physical Prototype Better
		Beyond the Physical Prototype
		Conclusion
			Designer Perspective: James Ernest
			Designer Perspective: Katie Salen
		Further Reading
	Chapter 8 Digital Prototyping
		Types of Digital Prototypes
			Prototyping Game Mechanics
			Prototyping Aesthetics
			Prototyping Kinesthetics
			Prototyping Technology
			Using Software Prototypes in Game Design
			Prototyping Cloud
		Designing Control Schemes
		Selecting Viewpoints
			Overhead View
			Prototyping for Game Feel
			Side View
			Isometric View
			First-Person View
			Third-Person View
		Effective Interface Design
			Form Follows Function
			Metaphors
			Visualization
			Grouping Features
			Consistency
			Feedback
		Prototyping Tools
			Programming Languages
			Game Engines
			Popular Creation Tools
		Conclusion
			Designer Perspective: David Perry
			Designer Perspective: Elan Lee
		Further Reading
		End Notes
	Chapter 9 Playtesting
		Playtesting and Iterative Design
		Recruiting Playtesters
			Self-Testing
			Playtesting with Confidants
			Playtesting with People You Do Not Know
			Finding the Ideal Playtesters
			Playtesting with Your Target Audience
		Conducting a Playtesting Session
			Why We Play Games
			Introduction (2–3 Minutes)
			Warm-Up Discussion (5 Minutes)
			Play Session (15–20 Minutes)
			Discussion of Game Experience (15–20 Minutes)
			Wrap-Up
		Methods of Playtesting
			How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes
			A Primer for Playtesting: Don’t Follow These Rules!
		The Play Matrix
		Taking Notes
		Basic Usability Techniques
			Do Not Lead
			Remind Testers to Think Out Loud
			Quantitative Data
			Metrics in Game Design
		Data Gathering
		Test Control Situations
		Rapid Iterative Testing and Evaluation
		Playtesting Practice
			Connect Four
			Final Analysis
		Conclusion
		Further Reading
		End Notes
	Chapter 10 Functionality, Completeness, and Balance
		What Are You Testing For?
			Foundation
			Structure
			Formal Details
			Refinement
		Is Your Game Functional?
		Is Your Game Internally Complete?
			Solution #1
			Solution #2
			Solution #3
			Solution #4
			Discussion
			Loopholes
			Loopholes versus Features
			Dead Ends
			Wrapping Up Completeness
		Is Your Game Balanced?
			Balancing Variables
			Balancing the Dynamics
			Reinforcing Relationships
			Dominant Objects
			Dominant Strategies
			Balancing Positions
			Symmetrical Games
			Asymmetrical Games
			Asymmetrical Objectives
			Ticking Clock
			Protection
			Combination
			Individual Objectives
			Complete Asymmetry
			Balancing for Skill
			Balancing for the Median Skill Level
			Balancing Dynamically
			Balancing Computer-Controlled Characters
		Techniques for Balancing Your Game
			Think Modular
			Purity of Purpose
			A Conversation with Rob Pardo
			One Change at a Time
			Spreadsheets
		Conclusion
			Designer Perspective: Shawn Alexander Allen
			Designer Perspective: Heather Kelley
		Further Reading
		End Notes
	Chapter 11 Fun and Accessibility
		Is Your Game Fun?
			Challenge
			Play
			Story
			Analyzing Appeal
		Improving Player Choices
			Types of Decisions
			Dilemmas
			Cake-Cutting Scenario
			The Prisoner’s Dilemma
			Puzzles
			Rewards and Punishments
			Anticipation
			Surprise
			Progress
			The End
		Fun Killers
			Micromanagement
			Stagnation
			Tuning and Balance: Us vs . It
			Insurmountable Obstacles
			Arbitrary Events
			Predictable Paths
		Beyond Fun
		Is Your Game Accessible?
			Using Audio as a Game Feedback Device
		Conclusion
			Designer Perspective: Wren Brier
		Further Reading
		End Notes
Part 3 Working as a Game Designer
	Chapter 12 Team Structures
		Team Structure
			Publisher versus Developer
		Developer’s Team
			Game Designer
			Producer
			Programmers
			Building Inclusive Design Teams
			Visual Artists
			QA Engineers
			Specialized Media
			Level Designer
		Publisher’s Team
			Producer
			Marketing Team
			Executives
			QA Engineers
			Usability Specialists
			User Research and Metrics
		Team Profile
		All Contribute to the Design
		Team Building
		Team Communication
			Conducting Meetings
			Agile Development
		Unions in the Game Industry
		Conclusion
			Designer Perspective: Nahil Sharkasi
			Designer Perspective: Elizabeth Lapensée
			Designer Perspective: Jenova Chen
		Further Reading
		End Note
	Chapter 13 Stages and Methods of Development
		Stages Defined
			From Concept to Contract
			Preproduction
			Production
			From Classroom to Console: Producing flOw for the PlayStation 3
			Postproduction and Quality Assurance
			Maintenance and Updates
		Using Agile Development
		Agile Project Planning
			Goals
			Priorities
			Schedule
			Budget
			Scoping and Revising
			Milestones and Approvals
			Opportunities for Indie Gamemakers
		Conclusion
			Designer Perspective: Michael John
		Further Reading
	Chapter 14 Communicating Your Designs
		Visualization
		Flowcharts
		Tables and Spreadsheets
		Concept Art
		Description
			Artificial Intelligence & the Creative Process
			Virtual Reality and Beyond
		Formats for Design Documents
		Contents
		Design Macros
		Conclusion
			Designer Perspective: Anna Anthropy
			Designer Perspective: Rob Daviau
		Further Reading
		End Notes
	Chapter 15 Understanding the New Game Industry
		The Size of the Game Industry
		Platforms for Distribution
			Consoles
			Computer (PC and Mac)
			Mobile (Phone and Tablet)
			Virtual Reality and Alternate Reality
			Immersive Entertainment
			Board Games
		Genres of Gameplay
			Action Games
			Strategy Games
			Mobile Game Design and Zombies, Run!
			Role-Playing Games
			Sports Games
			Racing/Driving Games
			Simulation/Building Games
			Flight and Other Simulations
			Adventure and Action Adventure Games
			Educational Games
			Children’s Games
			Casual Games
			Experimental Games
		Publishers
			Play Beyond Screens
		Developers
		The Business of Game Publishing
			Development
			Licensing
			Marketing
			Distribution
		Conclusion
			Designer Perspective: Neil Jones
			Designer Perspective: Graeme Bayless
		Further Reading
		End Notes
	Chapter 16 Selling Yourself and Your Ideas to the Game Industry
		Getting a Job at a Publisher or Developer
			Educate Yourself
			Academic Programs
			Portfolio
			Play Games
			Design Games and Levels
			Know the Industry
			Networking
			Organizations
			Conferences
			Game Jams
			Internet and E-mail
			Starting at the Bottom
			Interning
			QA
		Pitching Your Original Ideas
			Pitch Process
			Pitch Materials
			What Happens after the Pitch
		Independent Production
		Conclusion
			Designer Perspective: Erin Reynolds
			Designer Perspective: Matt Korba
			Designer Perspective: Asher Vollmer
		Further Reading
		End Note
Conclusion
Index




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