Games, Design and Play (ePub)
This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen...
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The play-focused, step-by-step guide to creating great game designs
This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.
Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your "videogame," creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.
Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.
Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!
Coverage includes:
- Understanding core elements of play design: actions, goals, rules, objects, playspace, and players
- Mastering "tools" such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context
- Comparing types of play and player experiences
- Considering the demands videogames make on players
- Establishing a game's design values
- Creating design documents, schematics, and tracking spreadsheets
- Collaborating in teams on a shared design vision
- Brainstorming and conceptualizing designs
- Using prototypes to realize and playtest designs
- Improving designs by making the most of playtesting feedback
- Knowing when a design is ready for production
- Learning the rules so you can break them!
John Sharp is a designer, art historian, curator and educator with over twenty five years of involvement in the creation and study of art and design. He is the Associate Professor of Games and Learning at Parsons The New School for Design. Along with Colleen Macklin, John co-directs PETLab (Prototyping, Education and Technology Lab), a research group focused on games and their design as a form of social discourse. John is also a member of the game design collective Local No. 12 along with Colleen Macklin and Eric Zimmerman (Arts Professor, New York University Game Center), a company focused on finding play in cultural practices. Along with Peter Berry, John is a partner in Supercosm, where he focuses on interaction and game design for arts and education clients.
- Autoren: Colleen Macklin , John Sharp
- 2016, 1. Auflage, 288 Seiten, Englisch
- Verlag: Pearson ITP
- ISBN-10: 0134392221
- ISBN-13: 9780134392226
- Erscheinungsdatum: 19.05.2016
Abhängig von Bildschirmgrösse und eingestellter Schriftgrösse kann die Seitenzahl auf Ihrem Lesegerät variieren.
- Dateiformat: ePub
- Mit Kopierschutz
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