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OverviewThis is a practical book that teaches a format (not a formula) for designing games. Its focus is on making the designer understand who her audience is, what the requirements of the team that she works with are, and why clarity saves so much time and money in the long run. It teaches a variety of tools that designers can use to validate a design on paper (such as resource tables, mechanical loops and the game design canvas) and imparts a way of writing that moves design away from encyclopedic bibles and into production-driven specs. Full Product DetailsAuthor: Tadhg KellyPublisher: Taylor & Francis Ltd Imprint: CRC Press ISBN: 9781138782365ISBN 10: 113878236 Pages: 256 Publication Date: 15 February 2022 Audience: College/higher education , Professional and scholarly , Tertiary & Higher Education , Professional & Vocational Format: Paperback Publisher's Status: Unknown Availability: In Print ![]() Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. Table of ContentsPrologue: An opening story - Introduction - Dedication - Part 1: Overview - What Is Game Design? - The Case For Standards - Documents Are Design - Alternative Methods - The 13 Rules Of Raw Game Design - Part 2: Validation - How To Begin - The Gamespec Canvas - The Global/Modal Mixmodes - Of Game Shapes And Dynamic Diagrams - The Levers Of Game - Good Interactions - Resource Webs - Rules Rules Rules - Part 3 Expression - Draw First, Then Write - Wireframing 101 - The First Page - The Holy Bullet Point - The Gamespec Style Guide - Common Editing Pitfalls - Handling Feedback - Logging for Success - Epilogue: A story of when things went well - GlossaryReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |