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ویرایش: 5
نویسندگان: Tracy Fullerton
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
در صورت تبدیل فایل کتاب Game Design Workshop. A Playcentric Approach to Creating Innovative Games به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کارگاه طراحی بازی. رویکرد Playcentric برای ایجاد بازی های نوآورانه نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
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