Master the craft of game design so you can create that elusive
combination of challenge, competition, and interaction that
players seek. This design workshop begins with an examination of
the fundamental elements of game design; then puts you to work in
prototyping, playtesting, and redesigning your own games with
exercises that teach essential design skills. Workshop exercises
require no background in programming or artwork, releasing you
from the intricacies of electronic game production, so you can
develop a working understanding of the essentials of game
design.
The ideas and exercises in this Game Design Workshop answer
the questions asked by every aspiring game designer: How do I
learn to design games? What skills do I need to become a
professional game designer? Game design is demystified with a
clear, accessible analysis of the formal and dramatic systems of
game design. Examples, illustrations, and exercises strengthen
your understanding of what makes game systems function; and teach
you the skills and tools that you need to create a compelling
game.
Refined over a number of years, this workshop curriculum has
provided the foundation for hundreds of careers in all areas of
the game industry including game design, producing, programming,
visual design, quality assurance, and marketing. This guide to
the language and business of game design will help anyone
pursuing a career in the industry.
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