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Designing A Strange Game


Designing A Strange Game
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Designing A Strange Game


Designing A Strange Game
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Author : Stephen Worman
language : en
Publisher:
Release Date : 2023-12-15

Designing A Strange Game written by Stephen Worman and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-15 with categories.


This report details the theoretical motivation and design of a wargame meant to address the lack of serious games that consider nuclear weapon employment and tools available to teach stakeholders about the challenges of nuclear weapon employment. The game is aimed at players of all experience levels and will be of interest to those in the policymaking community, the nuclear enterprise, and students of nuclear deterrence theory.



Designing Games


Designing Games
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Author : Tynan Sylvester
language : en
Publisher: O'Reilly Media
Release Date : 2013-01-03

Designing Games written by Tynan Sylvester and has been published by O'Reilly Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-03 with Computers categories.


Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design



Designing Games


Designing Games
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Author : Tynan Sylvester
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2013-02-15

Designing Games written by Tynan Sylvester and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-02-15 with Computers categories.


How do you design a video game that people love to play? In this practical guide, game designer Tynan Sylvester shows you how to create emotionally charged experiences through the right combination of game mechanics, fictional wrapping, and story. You’ll learn design principles and practices used by top studios, backed by examples from today’s most popular games. This book also takes you through the day-to-day process necessary to keep your project on track: when to build and when to test, how to work with a team, and how to avoid creative dead ends. Explore topics such as: Integration: thread fictional elements and games rules together into a single system of meaning Emergence: generate plot, character, and theme in response to a player’s decisions Compulsion: understand the difference between motivating players and fulfilling them, and how to do each Elegance: maximize a game’s emotional power and variety of play experiences while minimizing the burden on players—and your team Iteration: plan, test, and analyze your design in stages instead of trying to decide everything up front



Games Design And Play


Games Design And Play
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Author : Colleen Macklin
language : en
Publisher: Addison-Wesley Professional
Release Date : 2016-05-19

Games Design And Play written by Colleen Macklin and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-19 with Computers categories.


The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented 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 full-color 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. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, 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 beginning-to-intermediate-level 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 game’s 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!



Reverse Design


Reverse Design
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Author : Patrick Holleman
language : en
Publisher: CRC Press
Release Date : 2018-09-17

Reverse Design written by Patrick Holleman and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-17 with categories.


The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fifth installment in the Reverse Design series, looking at Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game: How latter-day critics have misunderstood the artistic goals of Final Fantasy VII How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game



Fundamentals Of Game Design


Fundamentals Of Game Design
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Author : Ernest Adams
language : en
Publisher: New Riders
Release Date : 2013-12-19

Fundamentals Of Game Design written by Ernest Adams and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-12-19 with Computers categories.


Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They’ll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They’ll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.



Fundamentals Of Adventure Game Design


Fundamentals Of Adventure Game Design
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Author : Ernest Adams
language : en
Publisher: Peachpit Press
Release Date : 2014-02-11

Fundamentals Of Adventure Game Design written by Ernest Adams and has been published by Peachpit Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-11 with Computers categories.


You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the adventure game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the adventure game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.



The Art Of Game Design


The Art Of Game Design
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Author : Jesse Schell
language : en
Publisher: CRC Press
Release Date : 2008-08-04

The Art Of Game Design written by Jesse Schell and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-08-04 with Art categories.


Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.



Basics Of Game Design


Basics Of Game Design
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Author : Michael Moore
language : en
Publisher: CRC Press
Release Date : 2016-04-19

Basics Of Game Design written by Michael Moore and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.


Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t



100 Unusual Novel And Surprising Ways To Be A Better Sound Designer In Video Games


100 Unusual Novel And Surprising Ways To Be A Better Sound Designer In Video Games
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Author : Rob Bridgett
language : en
Publisher:
Release Date : 2019-09-28

100 Unusual Novel And Surprising Ways To Be A Better Sound Designer In Video Games written by Rob Bridgett and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-28 with categories.


A light-hearted, personal take on game audio development practice and philosophy. This unique book takes the reader on a surreal 'choose-your-own-adventure' through the many layers of optimism, self-doubt and luck that surround us every day inside the strange and unusual world of game development.