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Game Design

How to Create Video and Tabletop Games, Start to Finish

Parámetros

  • 276 páginas
  • 10 horas de lectura

Más información sobre el libro

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Compra de libros

Game Design, Lewis Pulsipher

Idioma
Publicado en
2012
Encuadernación
(Tapa blanda)
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Título
Game Design
Subtítulo
How to Create Video and Tabletop Games, Start to Finish
Idioma
Inglés
Publicado en
2012
Formato
Tapa blanda
Páginas
276
ISBN10
0786469528
ISBN13
9780786469529
Serie
Descripción
Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.