Game Design: How to Create Video and Tabletop Games, Start to Finish

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McFarland, Jul 25, 2012 - Games - 276 pages
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Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.
 

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Contents

Preface
1
Introduction
3
1 The Process of Game Design
5
2 How Someone Learns to Design Games
47
3 What Is a Game and What Makes It a Good Game?
74
4 You Must Know Your AudienceTarget Market
101
5 Making a Playable Prototype
131
6 How to Work With and Improve the Prototype
149
7 Designing Levels Stages Scenarios for Video and Tabletop Games
178
8 Some Speci fic Video Game Issues and Genres
196
9 Designing Specifi c Types of Games
211
10 Reference Lists and Resources
221
Glossary for Game Designers
243
Index
261
Copyright

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About the author (2012)

Lewis Pulsipher is the designer of six commercially published boardgames, and is a frequent contributor to Gamasutra and GameCareerGuide. He is author of more than a hundred published articles about games and has contributed to several books.

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