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< Day Day Up >
Chapter 1: The Role of the Game Designer
Exercise 1.1: Become a Tester
Exercise 1.2: D.O.A.
Exercise 1.3: Your Life as a Game
Exercise 1.4: Your Childhood
Chapter 2: The Structure of Games
Exercise 2.1: Think of a Game
Exercise 2.2: Players
Exercise 2.3: Objectives
Exercise 2.4: Rules
Exercise 2.5: Conflict
Exercise 2.6: Challenge
Exercise 2.7: Premise
Exercise 2.8: Story
Exercise 2.9: Applying What You've Learned
Chapter 3: Working with Formal Elements
Exercise 3.1: Gin Rummy
Exercise 3.2: Three-Player Tic-tac-toe
Exercise 3.4: Objectives
Exercise 3.5: Procedures for Blackjack
Exercise 3.6: Rules Restricting Actions
Exercise 3.7: Rules for Blackjack
Exercise 3.8: Utility and Scarcity
Exercise 3.9: Resource Types
Exercise 3.10: Conflict
Exercise 3.11: Boundaries
Exercise 3.12: Outcome
Exercise 3.13: Revise Rules and Procedures
Chapter 4: Working with Dramatic Elements
Exercise 4.1: Making Checkers Dramatic
Exercise 4.2: Dramatic Games
Exercise 4.3: Skills
Exercise 4.4: Goals and Feedback
Exercise 4.5: Player Types
Exercise 4.6: Premise
Exercise 4.7: Game Characters
Exercise 4.8: Story
Exercise 4.9: Plotting a Story, Part 1
Exercise 4.10: Plotting a Story, Part 2
Exercise 4.11: Plotting a Story, Part 3
Chapter 5: Working with System Dynamics
Exercise 5.1: Objects and Properties
Exercise 5.2: Behaviors
Exercise 5.3: Relationships
Exercise 5.4: System Dynamics
Exercise 5.6: Bartering Systems
Exercise 5.7: Hidden Information
Exercise 5.8: Information Structures
Exercise 5.9: Control
Chapter 6: Conceptualization
Exercise 6.1: Your Inspiration List
Exercise 6.2: Idea Fountain
Exercise 6.3: Organizing Your Brain
Exercise 6.4: Your Ideabase
Exercise 6.5: Growing an Idea Tree
Exercise 6.6: Research
Exercise 6.7: Do It
Exercise 6.8: Describe Your Game
Exercise 6.9: Write a Treatment
Chapter 7: Prototyping
Exercise 7.1: Modifying Your Prototype
Exercise 7.2: Movement and Shooting
Exercise 7.3: Build it Yourself
Exercise 7.4: Features
Exercise 7.5: Working Backwards
Exercise 7.6: Mapping a Level
Exercise 7.7: Designing Your Own Level
Exercise 7.8: Understanding Core Gameplay
Exercise 7.9: Prototype Your Own Game
Chapter 8: Playtesting
Exercise 8.1: Test it Yourself
Exercise 8.2: Test with Confidants
Exercise 8.3: Recruiting Playtesters
Exercise 8.4: Writing a Playtest Script
Exercise 8.5: Playtesting Your Game
Exercise 8.6: The Play Matrix
Exercise 8.7: Plotting Your Favorite Games
Exercise 8.8: Gathering Data
Exercise 8.9: Test Control Situations
Chapter 9: Functionality, Completeness, and Balance
Exercise 9.1: Testing for Functionality
Exercise 9.2: Testing for Completeness
Exercise 9.3: Spawn Camping
Exercise 9.4: Loopholes
Exercise 9.5: Game Variables
Exercise 9.6: Reinforcing Relationships
Exercise 9.7: Dominant Strategy
Exercise 9.8: Symmetrical versus Asymmetrical Games
Exercise 9.9: Asymmetrical Objectives
Exercise 9.10: Skill Levels
Exercise 9.11: Purity of Purpose
Exercise 9.12: Spreadsheets
Chapter 10: Fun and Accessibility
Exercise 10.1: Challenge and Play
Exercise 11.2: Decision Types
Exercise 10.3: Dilemmas
Exercise 10.4: Rewards
Exercise 10.5: Surprise
Exercise 10.6: Progress
Exercise 10.7: Endings
Exercise 10.8: Micromanagement
Exercise 10.9: Stagnation
Exercise 10.10: Usability Testing
Chapter 11: Controls and Interfaces
Exercise 11.1: Original Game Controls
Exercise 11.2: Control Design
Exercise 11.3: Viewpoint
Exercise 11.4: Metaphors
Exercise 11.5: Natural Mapping
Exercise 11.6: Grouping
Exercise 11.7: Feedback in Your Game
Exercise 11.8: Wireframes
Chapter 12: Team Structures
Exercise 12.1: Recruit a Team
Exercise 12.2: Marketing
Exercise 12.3: Usability Experience
Chapter 13: Stages of Development
Exercise 13.1: Goals
Exercise 13.2: Deliverables
Exercise 13.3: Schedule
Exercise 13.4: Budget
Exercise 13.5: Revise
Chapter 14: The Design Document
Exercise 14.1: Researching Design Documents
Exercise 14.2: Flowchart and Wireframes
Exercise 14.3: Table of Contents
Exercise 14.4: Fleshing Out Your Design Document
Chapter 15: Understanding the Game Industry
Exercise 15.1: Your Game's Genre
Exercise 15.2: The Right Publisher
Chapter 16: Selling Yourself and Your Ideas to the Game Industry
Exercise 16.1: Networking
Exercise 16.2: Follow-Up Letter
Exercise 16.3: Resume
Exercise 16.4: Internship
Exercise 16.5: Preparing Your Submission Materials
Exercise 16.6: Pitching
< Day Day Up >
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Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)
ISBN: 1578202221
EAN: 2147483647
Year: 2003
Pages: 162
Authors:
Tracy Fullerton
,
Chris Swain
,
Steven Hoffman
BUY ON AMAZON
Identifying and Managing Project Risk: Essential Tools for Failure-Proofing Your Project
Planning for Risk Management
Identifying Project Scope Risk
Managing Project Risk
Closing Projects
Conclusion
C & Data Structures (Charles River Media Computer Engineering)
Memory Allocation
Recursion
Union
Problems in Trees
Problems in Graphs
HTI+ Home Technology Integrator & CEDIA Installer I All-In-One Exam Guide
Planning a Structured Wiring Installation
Computer Network Hardware
Home Lighting Devices
Water Management Systems
Troubleshooting and Maintaining a Home Security System
.NET System Management Services
Querying WMI
Handling WMI Events
Instrumenting .NET Applications with WMI
The WMI Schema
WMI Providers
GDI+ Programming with C#
Miscellaneous Advanced 2D Topics
A Brief History of Printing with Microsoft Windows
Customizing Page Settings
Your First Graphics Web Application
Drawing Simple Graphics
Python Programming for the Absolute Beginner, 3rd Edition
Other System Tools
Fixing DOS Filenames
Dialogs
Implementing Sets
ppembed: A High-Level Embedding API
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