Librería Portfolio Librería Portfolio

Búsqueda avanzada

TIENE EN SU CESTA DE LA COMPRA

0 productos

en total 0,00 €

GAME DESIGN WORKSHOP: A PLAYCENTRIC APPROACH TO CREATING INNOVATIVE GAMES 4E
Título:
GAME DESIGN WORKSHOP: A PLAYCENTRIC APPROACH TO CREATING INNOVATIVE GAMES 4E
Subtítulo:
Autor:
FULLERTON, T
Editorial:
CRC PRESS
Año de edición:
2018
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-138-09877-0
Páginas:
522
73,50 €

 

Sinopsis

Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition.

Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game.

Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

Tracy Fullerton is an award-winning game designer and educator with over 20 years of professional experience, most recently winning the Games for Change Game of the Year Award for her independent game Walden, a game. She has also been awarded the 2016 GDC Ambassador Award, the 2015 Games for Change Game Changer Award, and the IndieCade 2013 Trailblazer award for her pioneering work in the independent games community. Tracy is a Professor of Interactive Media & Games at the USC School of Cinematic Arts and the Director of the USC Games Program, the #1 game design program in North America as ranked by the Princeton Review.



Table of Contents
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; Chapter 6 Conceptualization; Chapter 7 Prototyping; Chapter 8 Digital Prototyping; Chapter 9 Playtesting; Chapter 10 Functionality, Completeness, and Balance; Chapter 11 Fun and Accessibility; Chapter 12 Team Structures; Chapter 13 Stages of Development; The Design Document; Chapter 15 Understanding the Game Industry ; Chapter 16 Selling Yourself and Your Ideas to the Game Industry