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Index
Cover Page Title Page Copyright Page Contents at a Glance Contents Acknowledgments About the Author Introduction
A Combined Approach to Game Design Where This Book Came From What This Book Is and Isn’t About Goals of This Book How to Read This Book Summary
Part I Foundations
1 Foundations of Systems
Ways of Seeing and Thinking A Quick History of Systems Thinking Systems as the Process of the World Summary
2 Defining Systems
What We Mean by Systems A Brief Definition Defining Parts Loops Wholes Summary
3 Foundations of Games and Game Design
What’s a Game? Game Frameworks Summing Up Game Definitions A Systemic Model of Games The Evolution of Game Design Summary
4 Interactivity and Fun
The Player’s Part of the Game as a System A Systemic Approach to Interactivity Mental Models, Arousal, and Engagement Interactive Loops Recognizing, Defining, and Creating “Fun” Summary
Part II Principles
5 Working as a Systemic Game Designer
How Do You Even Start? Designing Systemic Games Analyzing Games from a Systems View Prototyping and Playtesting Summary
6 Designing the Whole Experience
What’s the Big Idea? The Concept Document Designing the Game+Player System Questions to Consider About Your Design Vision Summary
7 Creating Game Loops
More Than the Sum of the Parts A Brief Review of Loops The Four Principal Loops Three Kinds of Gameplay Loops Defining a System’s Loops—And Goals Tools for Designing Game Systems Documenting Your System Designs Questions to Consider About Your Game Loops Summary
8 Defining Game Parts
Getting Down to Parts Defining Parts Specifying Behaviors for Parts Creating Looping Systems Don’t Get Lost in the Weeds or the Clouds Documenting Your Detailed Design Questions to Consider About Your Detailed Design Summary
Part III Practice
9 Game Balance Methods
Finding Balance in Your Game Overview of Methods and Tools Using Probability in Game Balancing Transitive and Intransitive Systems Summary
10 Game Balance Practice
Putting Methods into Practice Creating Progression and Power Curves Balancing Parts, Progression, and Systems Analytical Balance Summary
11 Working as a Team
Teamwork What Successful Teams Do Team Roles Summary
12 Making Your Game Real
Getting Started Making the Pitch Building the Game Designing, Building, and Testing Finding the Fun Fast Effective Game Prototyping Effective Playtesting Phases of Production Finishing Your Game Summary
Bibliography Index
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