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Index
About This E-Book Title Page Copyright Page Praise for Games, Design and Play Contents at a Glance Contents Preface
Another Book on Game Design? Game Design, Game Development, and Game Production
Games By and For Everyone You Are What You Play
How This Book Works The Beginning of Something
Acknowledgments About the Authors Part I: Concepts
Chapter 1. Games, Design and Play
The Basic Elements of Play Design From Six Elements, Limitless Play Experiences Getting from Here to There Summary Exercises
Chapter 2. Basic Game Design Tools
Constraint Direct and Indirect Actions Goals Challenge Skill, Strategy, Chance, and Uncertainty Decision-Making and Feedback Abstraction Theme Storytelling Context of Play Summary Exercises
Chapter 3. The Kinds of Play
Competitive Play Cooperative Play Skill-Based Play Experience-Based Play Games of Chance and Uncertainty Whimsical Play Role-Playing Performative Play Expressive Play Simulation-Based Play Summary Exercises
Chapter 4. The Player Experience
Action Theory as a Framework The Layers of a Play Experience
The Sensory Layer The Information Layer The Interaction Layer Failure The Frame Layer The Purpose Layer Beyond Bartle’s Player Types
Summary Exercises
Part II: Process
Chapter 5. The Iterative Game Design Process
The Origins of Iterative Design The Four Steps
Step 1: Conceptualize Step 2: Prototype Step 3: Playtest Step 4: Evaluate
A Repeated Process, Not a Single Cycle Embracing Failure to Succeed Summary Exercise
Chapter 6. Design Values
Generating Design Values
Example: Pong Design Values
Case Studies
Case Study 1: thatgamecompany’s Journey Case Study 2: Captain Game’s Desert Golfing Case Study 3: Naomi Clark’s Consentacle
Summary Exercises
Chapter 7. Game Design Documentation
The Game Design Document
Example: Pong Design Document
Schematics
Integrating Schematics into the Game Design Document
The Tracking Spreadsheet
Overview For Discussion Task List Ongoing Responsibilities Asset List Completed Tasks
Summary Exercise
Chapter 8. Collaboration and Teamwork
Roles and Responsibilities
Alignment Versus Autonomy
Time and Resources Team Agreements Collaboration Tools Running a Meeting The Soft Skills of Collaboration Resolving Differences Understanding Failure Summary
Part III: Practice
Chapter 9. Conceptualizing Your Game
Generating Ideas for Your Game Brainstorming
Idea Speed-Dating “How Might We...” Questions Noun-Verb-Adjective Brainstorming
Motivations
Designing Around the Main Thing the Player Gets to Do Designing Around Constraints Designing Around a Story Designing Around Personal Experiences Abstracting the Real World Designing Around the Player
Design Values Capture Motivations Summary
Chapter 10. Prototyping Your Game
Prototypes Are Playable Questions Eight Kinds of Prototypes
Paper Prototypes Physical Prototypes Playable Prototypes Art and Sound Prototypes Interface Prototypes Code/Tech Prototypes Core Game Prototypes Complete Game Prototypes
Documenting Your Prototypes Summary
Chapter 11. Playtesting Your Game
Six Kinds of Playtests
Internal Playtests Game Developer Playtests Friend and Family Playtests Target Audience Playtests New Player Playtests Experienced Player Playtests Matching Prototypes to Playtests
Preparing for a Playtest
Picking a Time and Place Planning the Playtest Capturing Feedback
Running a Playtest
Introduce Observe Listen Discuss
After a Playtest The Difference Between Input and Feedback Summary
Chapter 12. Evaluating Your Game
Reviewing Playtest Results What to Think About Interpreting Observations Conceptualizing Solutions
Review Incubate Brainstorm Decide Document Schedule
Summary
Chapter 13. Moving from Design to Production
Case Study: The Metagame Case Study: Johann Sebastian Joust Case Study: The Path Case Study: Queers in Love at the End of the World How to Know When the Design Is Done Getting Ready for Production Summary
Works Cited
Introduction Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 13
Glossary Index
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