The Game Design Reader

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The Game Design Reader

The Game Design Reader

A Rules of Play Anthology

  • Author: Katie Salen,Eric Zimmerman
  • Publisher: MIT Press
  • ISBN: 0262195364
  • Category: Computers
  • Page: 924
  • View: 1068
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This book fills a genuine need in the emerging field of game design for a collection of key texts on game analysis and criticism. Written and designed to accompany Katie Salen and Eric Zimmerman's earlier textbook Rules of Play: Game Design Fundamentals, The Game Design Reader can be used in the classroom or as a resource for game design practitioners. Thirty-two classic and cutting-edge essays by game designers, game journalists, game fans, sociologists, media theorists, and other writers from diverse fields consider foundational questions: What are games and how do they function? How do they interact with the culture at large? What critical approaches can game designers take to create meaningful experiences for players? Salen and Zimmerman have collected writings that span nearly 50 years of game analysis and offer a wide range of perspectives. Game journalists describe the rhythms of gameplay, game designers explicate their designs, sociologists consider such topics as role-playing in virtual worlds, and players offer their hands-on opinions and rants. Each text is "teachable": it can act as a springboard for discussion, a class assignment, or a design project. Each text offers insights to the professional game designers or scholar as well. The book is organized around a series of "Topics" -- ideas fundamental to the study of games, or emerging areas of research -- each of which is introduced with a short essay by Salen and Zimmerman that points to relevant texts in the Reader. "Interstitials" -- visual essays, documents, game ephemera -- act as counterpoint to the texts themselves.

Rules of Play

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Rules of Play

Rules of Play

Game Design Fundamentals

  • Author: Katie Salen,Katie Salen Tekinbaş,Eric Zimmerman
  • Publisher: MIT Press
  • ISBN: 9780262240451
  • Category: Computers
  • Page: 672
  • View: 7010
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Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

Game Design Foundations

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Game Design Foundations

Game Design Foundations

  • Author: Roger Pedersen
  • Publisher: Jones & Bartlett Publishers
  • ISBN: 0763782742
  • Category: Computers
  • Page: 384
  • View: 8412
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Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the One Pager document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry."

The Ecology of Games

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The Ecology of Games

The Ecology of Games

Connecting Youth, Games, and Learning

  • Author: Katie Salen
  • Publisher: MIT Press
  • ISBN: 0262195755
  • Category: Games
  • Page: 278
  • View: 9232
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In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins Katie Salen is a game designer and interactive designer as well as Director of Graduate Studies in Design and Technology, Parsons School of Design. With Eric Zimmerman, she is the coauthor of Rules of Play (MIT Press, 2003) and coeditor of The Game Design Reader (MIT Press, 2005).

Tabletop Game Design for Video Game Designers

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Tabletop Game Design for Video Game Designers

Tabletop Game Design for Video Game Designers

  • Author: Ethan Ham
  • Publisher: CRC Press
  • ISBN: 1317536037
  • Category: Design
  • Page: 338
  • View: 8914
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Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.

Triadic Game Design

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Triadic Game Design

Triadic Game Design

Balancing Reality, Meaning and Play

  • Author: Casper Harteveld
  • Publisher: Springer Science & Business Media
  • ISBN: 9781849961578
  • Category: Computers
  • Page: 316
  • View: 8360
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Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

Fundamentals of Game Design

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Fundamentals of Game Design

Fundamentals of Game Design

  • Author: Ernest Adams
  • Publisher: New Riders
  • ISBN: 0133435717
  • Category: Computers
  • Page: 576
  • View: 2098
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Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Chris Crawford on Game Design

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Chris Crawford on Game Design

Chris Crawford on Game Design

  • Author: Chris Crawford
  • Publisher: New Riders
  • ISBN: 9780131460997
  • Category: Computers
  • Page: 476
  • View: 5381
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A pioneer in the field of game design and development draws on his own experiences to present a useful collection of insider tips, wisdom, advice, skills, and techniques, along with an overview of the history of fame programming, low and high interactivity designs, the importance of storytelling, and more. Original. (Intermediate)

Theory of Fun for Game Design

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Theory of Fun for Game Design

Theory of Fun for Game Design

  • Author: Raph Koster
  • Publisher: "O'Reilly Media, Inc."
  • ISBN: 1932111972
  • Category: Computers
  • Page: 244
  • View: 3190
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Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Game Design Workshop

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Game Design Workshop

Game Design Workshop

Designing, Prototyping, & Playtesting Games

  • Author: Tracy Fullerton,Chris Swain,Steven Hoffman
  • Publisher: CRC Press
  • ISBN: 9781578202225
  • Category: Performing Arts
  • Page: 480
  • View: 8913
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As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design - the mistakes they make as well as the methods to help them to create better games. Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.