Features
- Cover Type: Paperback with 480 pages
- Published by: CMP Books February 2004
- Written in: English
- ISBN 10 Number: 1578202221
- ISBN 13 Number: 978-1578202225
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Book Dimensions:
9.1 x 7.4 x 0.9 inches
- Weighs: 1.6 pounds
Product Description
As experienced teachers of novice game designers, the authors have discovered patterns in the way that students grasp game design the mistakes they make as well as the methods to help them to create better games.
Each exercise requires no background in programming or artwork, releasing beginning designers from the intricacies of electronic game production and allowing them to learn what works and what doesn't work in a game system. Additionally, these exercises teach important skills in system design: the processes of prototyping, playtesting, and redesigning.
Teaches the basics of game design through the study of classic systems
Exercises will strengthen your understanding of how game elements work together
About The Author
Tracy Fullerton, M.F.A., is a game designer, educator and writer with fifteen years of professional experience. She is currently an Assistant Professor in the Interactive Media Division of the USC School of Cinema-Television where she serves as Co-Director of the Electronic Arts Game Innovation Lab. Recent credits include faculty advisor for the award-winning student game Cloud, and game designer for The Night Journey a unique game/art project with media artist Bill Viola.
Prior to joining the USC faculty, she was president and founder of the interactive television game developer, Spiderdance, Inc. Spiderdances games included NBCs Weakest Link, MTVs webRIOT, The WBs No Boundaries, History Channels History IQ, Sony Game Show Networks Inquizition and TBSs Cyber Bond. Before starting Spiderdance, Tracy was a founding member of the New York design firm R/GA Interactive. As a producer and creative director she created games and interactive products for clients including Sony, Intel,
Microsoft, AdAge, Ticketmaster, Compaq, and Warner Bros. among many others. The authors have designed dozens of games for
Microsoft, Sony, Sega, Disney, Activision, Acclaim, Spectrum Holobyte, and others.
Tracy Fullerton and
Chris Swain teach game design at the USC School of Cinema-Television.
Steve Hoffman founded game developer Lavamind, where he created simulation hits Gazillionaire and Zapitalism. In addition he was an executive with Sega in Japan, and CEO of developer, Spiderdance. Collectively, their work has received dozens of honors including Best Family/Board Game from the AIAS, IBC?s Nombre D?Or, and PC Computing?s Strategy Game of the Year
Reader Reviews
Few people realize just how big a business digital gaming has become. Think of it this way: It's bigger than the domestic box office of the film industry. The amount of time spent playing games by young people now exceeds everything but television in time spent on entertainment. The main factor driving the development of the new extremely powerful computers is gaming, slower machines are capable of handling almost all office tasks. The authors of this book have a great deal of experience in both designing games and teaching how to design games. This has given them an understanding of how beginning designers grasp the structured elements of games, common traps they fall into, and certain developmental exercises that help the student learn to make better games. Note that this is not a programming manual, nor is it a graphics design manual. It is on game design. What are the characteristics that make a game, how can you prototype and play test the game without a horrendous programming expense, and finally some input on the game industry and how to decide on how you might like to be employeed in that industry.
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