Game Design

How to Create Video and Tabletop Games, Start to Finish

Nonfiction, Entertainment, Games, Reference & Language, Reference, Guides & Handbooks
Cover of the book Game Design by Lewis Pulsipher, McFarland
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Author: Lewis Pulsipher ISBN: 9780786491056
Publisher: McFarland Publication: July 25, 2012
Imprint: McFarland & Company, Inc., Publishers Language: English
Author: Lewis Pulsipher
ISBN: 9780786491056
Publisher: McFarland
Publication: July 25, 2012
Imprint: McFarland & Company, Inc., Publishers
Language: English

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.

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

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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