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Game design workshop : a playcentric approach to creating innovative games / by Tracy Fullerton with a foreword by Eric Zimmerman.

By: Material type: TextTextPublisher: Boca Raton : CRC Press/Taylor & Francis, [2014]Edition: 3rd editionDescription: xxvii, 507 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1482217163 (pbk.)
  • 9781482217162 (pbk.)
Subject(s): DDC classification:
  • 794.8/1536 23
LOC classification:
  • QA 76.76 C672 F84 2014
Contents:
Pt. 1: Game design basics. The role of the game designer -- The structure of games -- Working with formal elements -- Working with dramatic elements -- Working with system dynamics -- Pt. 2: Designing a game. Conceptualization -- Prototyping -- Digital prototyping -- Playtesting -- Functionality, completeness, and balance -- Fun and accessibility -- Pt. 3: Working as a game designer. Team structures -- Stages and methods of development -- Communicating your designs -- Understanding the new game industry -- Selling yourself and your ideas to the game industry.
Summary: "Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers"-- Provided by publisher.
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Holdings
Item type Current library Shelving location Call number Status Date due Barcode
Book Book TUP Manila Library General Circulation Section-GF QA 76.76 C672 F84 2014 (Browse shelf(Opens below)) Available P00030222

"An A K Peters book."

Includes bibliographical references and index.

Pt. 1: Game design basics. The role of the game designer -- The structure of games -- Working with formal elements -- Working with dramatic elements -- Working with system dynamics -- Pt. 2: Designing a game. Conceptualization -- Prototyping -- Digital prototyping -- Playtesting -- Functionality, completeness, and balance -- Fun and accessibility -- Pt. 3: Working as a game designer. Team structures -- Stages and methods of development -- Communicating your designs -- Understanding the new game industry -- Selling yourself and your ideas to the game industry.

"Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers"-- Provided by publisher.

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