Games, Design and Play

A detailed approach to iterative game design

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics
Cover of the book Games, Design and Play by Colleen Macklin, John Sharp, Pearson Education
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Colleen Macklin, John Sharp ISBN: 9780134392226
Publisher: Pearson Education Publication: May 19, 2016
Imprint: Addison-Wesley Professional Language: English
Author: Colleen Macklin, John Sharp
ISBN: 9780134392226
Publisher: Pearson Education
Publication: May 19, 2016
Imprint: Addison-Wesley Professional
Language: English

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!
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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:

More books from Pearson Education

Cover of the book Sams Teach Yourself LinkedIn in 10 Minutes by Colleen Macklin, John Sharp
Cover of the book Adobe Creative Suite 5 Design Premium How-Tos by Colleen Macklin, John Sharp
Cover of the book Beyond the C++ Standard Library by Colleen Macklin, John Sharp
Cover of the book Easy OS X Mavericks by Colleen Macklin, John Sharp
Cover of the book The Second Cycle by Colleen Macklin, John Sharp
Cover of the book Tourism: Principles and Practice by Colleen Macklin, John Sharp
Cover of the book Advanced Programming in the UNIX Environment by Colleen Macklin, John Sharp
Cover of the book Photographing Nature: A photo workshop from Brooks Institute's top nature photography instructor by Colleen Macklin, John Sharp
Cover of the book Learning iOS Game Programming by Colleen Macklin, John Sharp
Cover of the book How to Coach Your Team by Colleen Macklin, John Sharp
Cover of the book Photoshop for Games by Colleen Macklin, John Sharp
Cover of the book Adobe Photoshop Elements 4 Collection by Colleen Macklin, John Sharp
Cover of the book Too Good To Fail? by Colleen Macklin, John Sharp
Cover of the book The Customer Experience Book by Colleen Macklin, John Sharp
Cover of the book CCNA Routing and Switching ICND2 200-105 Official Cert Guide, Academic Edition by Colleen Macklin, John Sharp
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy