From the Publisher: Everyone has their own idea of what good game design is, and this unique collection of articles provides a variety of different perspectives and ideas to consider in your designs. The articles are written by a diverse group of designers with varying levels of experience. Most of the key areas of game design are covered, and practical techniques and tools are included throughout. Each section begins with a broad overview of the topic and then includes a collection of ideas from other designers on how they think about or approach the subject. If you are just beginning in game design, you'll find useful information throughout the book, and if you're an experienced designer, you'll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from the user community and managing a game development business sections. If you're interested in learning how other designers think about game design, you'll find plenty of great, and sometimes controversial, ideas to consider here! What you'll learn from this book: An overview of how to write effective game design documents Insightful tips and techniques from a variety of game designers Practical ideas about game design theory Key design issues for a variety of genres (e.g., turn-based games, multiplayer) and platforms (e.g., wireless, ITV) New ideas for character and story development, including screenwriting techniques for games Useful information on designing for different types of communities (e.g. online, female, children) Some of the key aspects of managing a game development business
Cited By
- Cassady J, Robinson C and Popa D Increasing user trust in a fetching robot using explainable AI in a traded control paradigm Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments, (1-8)
- Kosch T, Boldt R, Hoppe M, Knierim P and Funk M Exploring the Optimal Point of View in Third Person Out-of-Body Experiences Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments, (1-4)
- Denisova A and Cairns P First Person vs. Third Person Perspective in Digital Games Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, (145-148)
- Karhulahti V Suspending virtual disbelief Proceedings of the 5th international conference on Interactive Storytelling, (1-17)
- Mitgutsch K and Alvarado N Purposeful by design? Proceedings of the International Conference on the Foundations of Digital Games, (121-128)
- Maican C and Lixandroiu R Business games Proceedings of the 12th WSEAS international conference on Mathematics and computers in biology, business and acoustics, (179-184)
- Steinicke F, Bruder G, Hinrichs K and Steed A Presence-enhancing real walking user interface for first-person video games Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, (111-118)
- Bostan B (2009). Requirements analysis of presence, Computers in Entertainment, 7:1, (1-17), Online publication date: 1-Feb-2009.
- Mallon B (2008). Towards a taxonomy of perceived agency in narrative game-play, Computers in Entertainment, 5:4, (1-15), Online publication date: 1-Mar-2008.
- Mallon B and Webb B (2006). Applying a phenomenological approach to games analysis, Simulation and Gaming, 37:2, (209-225), Online publication date: 1-Jun-2006.
- Mallon B and Webb B (2005). Stand up and take your place, Computers in Entertainment, 3:1, (6-6), Online publication date: 1-Jan-2005.
- Joanson H and Blom P Time-geographical design and analysis of user interaction in virtual environments ACM SIGGRAPH 2004 Posters
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