Title
Games, Design and Play: A Detailed Approach to Iterative Game Design,New
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The playfocused, stepbystep guide to creating great game designsThis book offers a playfocused, processoriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using fullcolor examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. Youll walk through conceiving and creating a games inner workings, including its core actions, themes, and especially its play experience. Step by step, youll assemble every component of your videogame, creating practically every kind of play: from cooperative to competitive, from chancebased to roleplaying, and everything in between.Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.Games, Design and Play is for all game design students, and for beginningtointermediatelevel game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering tools such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a games design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
⚠️ WARNING (California Proposition 65):
This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.
For more information, please visit www.P65Warnings.ca.gov.
- Q: How many pages does the book have? A: The book has two hundred eighty-eight pages. This length provides a comprehensive guide to game design principles.
- Q: What is the binding type of this book? A: This book is available in paperback binding. Paperback is lightweight and flexible, making it easy to carry.
- Q: What are the dimensions of the book? A: The book measures seven point zero one inches in length, zero point six eight inches in width, and nine point zero two inches in height. These dimensions make it a convenient size for reading.
- Q: What is the genre of this book? A: This book falls under the genre of Game Design. It focuses on the art and science of creating engaging games.
- Q: Who are the authors of this book? A: The authors are Colleen Macklin and John Sharp. They bring over thirty-five years of combined experience in design and teaching.
- Q: How do I use this book for game design? A: You can use this book as a step-by-step guide to creating game designs. It leads you through the entire process from concept to playtesting.
- Q: Is this book suitable for beginners? A: Yes, this book is suitable for beginners and intermediate-level game professionals. It provides foundational knowledge and practical tips for aspiring game designers.
- Q: Can this book help with collaborative game design? A: Yes, the book offers insights on collaborating in teams on a shared design vision. It emphasizes brainstorming and conceptualizing designs together.
- Q: How should I care for this book? A: To keep the book in good condition, store it in a dry place and avoid exposure to direct sunlight. This helps preserve the pages and binding.
- Q: Are there any safety concerns with this book? A: No, there are no specific safety concerns with this book. It is an educational resource aimed at game design.
- Q: What if my book arrives damaged? A: If your book arrives damaged, you should contact customer support for assistance with a return or exchange. They can guide you through the process.
- Q: Is this book helpful for independent game designers? A: Yes, this book is especially beneficial for independent game designers. It covers a wide range of styles and forms that can inspire unique game concepts.
- Q: Does this book include practical examples? A: Yes, the book includes full-color examples of real game designs. These examples illustrate the concepts discussed and provide visual inspiration.
- Q: Can I use this book to improve my playtesting skills? A: Yes, the book includes strategies for improving designs through playtesting feedback. It helps you know when your design is ready for production.
- Q: Is there a focus on digital game design in this book? A: Yes, the book addresses various aspects of digital game design, including core actions and player experiences. It explores how to create engaging gameplay.