Game Design

Game Design PDF Author: Richard Rouse
Publisher: Wordware Computer Books
ISBN:
Category : Computers
Languages : en
Pages : 612

Book Description
Richard Rouse explores gameplay, one of the most important but least discussed elements of computer game design that makes a game compelling and entertaining. He focusses in detail on such topics as game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design and playtesting. included are in-depth interviews with top game designers.

Theory of Fun for Game Design

Theory of Fun for Game Design PDF Author: Raph Koster
Publisher: "O'Reilly Media, Inc."
ISBN: 1932111972
Category : Computers
Languages : en
Pages : 259

Book Description
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Game Design Theory

Game Design Theory PDF Author: Keith Burgun
Publisher: CRC Press
ISBN: 1466554215
Category : Computers
Languages : en
Pages : 187

Book Description
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.

Level Design

Level Design PDF Author: Rudolf Kremers
Publisher: CRC Press
ISBN: 1439876959
Category : Computers
Languages : en
Pages : 400

Book Description
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build

Strategies and Games, second edition

Strategies and Games, second edition PDF Author: Prajit K. Dutta
Publisher: MIT Press
ISBN: 0262368501
Category : Business & Economics
Languages : en
Pages : 713

Book Description
The new edition of a widely used introduction to game theory and its applications, with a focus on economics, business, and politics. This widely used introduction to game theory is rigorous but accessible, unique in its balance between the theoretical and the practical, with examples and applications following almost every theory-driven chapter. In recent years, game theory has become an important methodological tool for all fields of social sciences, biology and computer science. This second edition of Strategies and Games not only takes into account new game theoretical concepts and applications such as bargaining and matching, it also provides an array of chapters on game theory applied to the political arena. New examples, case studies, and applications relevant to a wide range of behavioral disciplines are now included. The authors map out alternate pathways through the book for instructors in economics, business, and political science. The book contains four parts: strategic form games, extensive form games, asymmetric information games, and cooperative games and matching. Theoretical topics include dominance solutions, Nash equilibrium, Condorcet paradox, backward induction, subgame perfection, repeated and dynamic games, Bayes-Nash equilibrium, mechanism design, auction theory, signaling, the Shapley value, and stable matchings. Applications and case studies include OPEC, voting, poison pills, Treasury auctions, trade agreements, pork-barrel spending, climate change, bargaining and audience costs, markets for lemons, and school choice. Each chapter includes concept checks and tallies end-of-chapter problems. An appendix offers a thorough discussion of single-agent decision theory, which underpins game theory.

An Architectural Approach to Level Design

An Architectural Approach to Level Design PDF Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474

Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Game Sound

Game Sound PDF Author: Karen Collins
Publisher: MIT Press
ISBN: 026203378X
Category : Computers
Languages : en
Pages : 213

Book Description
A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Quests

Quests PDF Author: Jeff Howard
Publisher: CRC Press
ISBN: 1439880816
Category : Computers
Languages : en
Pages : 248

Book Description
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nigh

Writing for Games

Writing for Games PDF Author: Hannah Nicklin
Publisher: CRC Press
ISBN: 1000582736
Category : Games & Activities
Languages : en
Pages : 225

Book Description
Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes. Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice. Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.
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