Fundamentals of Game Design

Author:   Ernest Adams
Publisher:   Pearson Education (US)
Edition:   2nd edition
ISBN:  

9780321643377


Pages:   700
Publication Date:   24 September 2009
Replaced By:   9780321929679
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Fundamentals of Game Design


Overview

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Full Product Details

Author:   Ernest Adams
Publisher:   Pearson Education (US)
Imprint:   New Riders Publishing
Edition:   2nd edition
Dimensions:   Width: 19.00cm , Height: 3.60cm , Length: 22.80cm
Weight:   1.140kg
ISBN:  

9780321643377


ISBN 10:   0321643372
Pages:   700
Publication Date:   24 September 2009
Audience:   College/higher education ,  Tertiary & Higher Education
Replaced By:   9780321929679
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

Introduction PART ONE THE ELEMENTS OF GAME DESIGN 1 Games and Video Games 2 Design Components and Processes 3 Game Concepts 4 Game Worlds 5 Creative and Expressive Play 6 Character Development 7 Storytelling and Narrative 8 User Interfaces 9 Gameplay 10 Core Mechanics 11 Game Balancing 12 General Principles of Level Design PART TWO THE GENRES OF GAMES 13 Action Games 14 Strategy Games 15 Role-Playing 16 Sports Games 17 Vehicle Simulations 18 Construction and Management Simulations 19 Adventure Games 20 Artifi cial Life and Puzzle Games 21 Online Gaming A Designing to Appeal to Particular Glossary References Index

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Author Information

Ernest Adams (Normandy, U.K.) is an independent game designer, writer, and teacher. He has worked in the game industry for 20 years. Ernest was most recently employed as a lead designer at Bullfrog Productions on the Dungeon Keeper series, and for several years before that he was the audio/video producer on the Madden NFL Football product line for Electronic Arts. For the last ten years he has written a regular column on game design for the Gamasutra developers' webzine. He was the founder of the International Game Developers' Association, and is a frequent lecturer at conferences and arts festivals around the world. His professional web site is at http://www.designersnotebook.com.

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