Pub. Date:
Taylor & Francis
Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition / Edition 3

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition / Edition 3

by Tracy FullertonTracy Fullerton
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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 expertise using Game Design Workshop, Third Edition.

Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game.

The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Product Details

ISBN-13: 9781482217162
Publisher: Taylor & Francis
Publication date: 03/18/2014
Edition description: Revised
Pages: 535
Product dimensions: 7.50(w) x 9.10(h) x 1.20(d)

Table of Contents

The Role of the Game Designer

Sidebar—Designers You Should Know
Sidebar—The Iterative Process
Designer Perspective Christina Norman
Designer Perspective Warren Spector

The Structure of Games
Sidebar—What is a Puzzle?
Designer Perspective Jane McGonigal
Designer Perspective Randy Smith

Working with Formal Elements
Sidebar—Persuasive Games
Designer Perspective Tim LeTourneau
Sidebar—The Mechanic is the Message

Working with Dramatic Elements
Sidebar—The Two Great Myths of Interactive Storytelling
Designer Perspective Dr. Ray Muzyka
Designer Perspective Don Daglow

Working with System Dynamics
Sidebar—Deconstructing Set
Sidebar —A Conversation with Will Wright, by Celia Pearce
Designer Perspective Alan R. Moon
Designer Perspective Frank Lantz


Sidebar—EA Pre-production Workshop
Sidebar—Where Do Game Ideas Come From?
Sidebar—Getting the Most Out of Focus Groups
Sidebar – Experimental Game Design
Designer Perspective Josh Holmes

Sidebar—Catastrophic Prototyping and Other Stories
Sidebar—The Design Evolution of Magic the Gathering
Designer Perspective James Ernest
Designer Perspective Katie Salen

Digital Prototyping
Sidebar—Using Software Prototypes in Game Design
Sidebar—Prototyping Cloud
Sidebar—Prototyping for Game Feel
Designer Perspective David Perry
Designer Perspective Elan Lee

Sidebar—Why We Play Games
Sidebar—How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes
Sidebar—A Primer for Playtesting
Sidebar—Metrics in Game Design

Functionality, Completeness, and Balance
Sidebar – A Conversation with Rob Pardo
Designer Perspective Brian Hersch
Designer Perspective Heather Kelley

Fun and Accessibility
Sidebar—Tuning and Balance: Us vs It
Sidebar—Using Audio as a Game Feedback Device
Designer Perspective Robin Hunicke
Designer Perspective Lorne Lanning

Team Structures

Sidebar – Applying for a Job in Game Design
Designer Perspective Nahil Sharkasi
Designer Perspective Matt Firor
Designer Perspective Jenova Chen

Stages and Methods of Development
Sidebar—From Classroom to Console: Producing Flow for the Playstation 3
Sidebar—Opportunities for Indie Gamemakers
Designer Perspective Michael John
Designer Perspective Jeff Watson

Communicating Your Designs
Sidebar—Virtual Reality and Oculus Rift
Designer Perspective Anna Anthropy
Designer Perspective Rob Daviau

Understanding the New Game Industry
Sidebar—Mobile Game Design and Zombies, Run!
Designer Perspective Keita Takahashi
Designer Perspective Graeme Bayless

Selling Yourself and Your Ideas to the Game Industry
Designer Perspective Erin Reynolds
Designer Perspective Matt Korba
Designer Perspective Asher Vollmer


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