Book description
NoneTable of contents
- Preliminaries
- Foreword
- Preface
- Acknowledgments
- Image Credits and Copyright Notices
- Introduction
-
Part 1: Game Design Basics
- Chapter 1: The Role of the Game Designer
- Chapter 2: The Structure of Games
- Chapter 3: Working with Formal Elements
- Chapter 4: Working with Dramatic Elements
- Chapter 5: Working with System Dynamics
-
Part 2: Designing a Game
- Chapter 6: Conceptualization
- Chapter 7: Prototyping
- Chapter 8: Digital Prototyping
- Chapter 9: Playtesting
-
Chapter 10: Functionality, Completeness, and Balance
- What Are You Testing For?
- Is Your Game Functional?
- Is Your Game Internally Complete?
-
Is Your Game Balanced?
- Balancing Variables
- Balancing the Dynamics
- Reinforcing Relationships
- Dominant Objects
- Dominant Strategies
- Balancing Positions
- Symmetrical Games
- Asymmetrical Games
- Asymmetrical Objectives
- Ticking Clock
- Protection
- Combination
- Individual Objectives
- Complete Asymmetry
- Balancing for Skill
- Balancing for the Median Skill Level
- Balancing Dynamically
- Balancing Computer-Controlled Characters
- Techniques for Balancing Your Game
- Conclusion
- Further Reading
- End Notes
- Chapter 11: Fun and Accessibility
-
Part 3: Working as a Game Designer
- Chapter 12: Team Structures
- Chapter 13: Stages and Methods of Development
- Chapter 14: Communicating Your Designs
- Chapter 15: Understanding the New Game Industry
- Chapter 16: Selling Yourself and Your Ideas to the Game Industry
- Conclusion
Product information
- Title: Game Design Workshop, 3rd Edition
- Author(s):
- Release date:
- Publisher(s): A K Peters/CRC Press
- ISBN: None
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