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21st Century Game Design (Game Development)

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21st Century Game Design (Game Development) Cover

 

Synopses & Reviews

Publisher Comments:

21st Century Game Design is not just a book about game design. It's an answer to two important questions: who are we designing games for and how do we do it best? Written by industry pros, the book teaches designers how to design better games from a why perspective. All good designers know the fundamentals of how to design a game, but learning to design games that really satisfy your players takes more than technical skill. To do this successfully, you need to know your intended audience and understand their needs. Throughout the book you'll learn about defining and investigating player needs. A model of play styles is then presented that was developed by applying psychological metrics to survey data and case studies. This model identifi es some of the core themes in player needs as represented by four player types-- Conqueror, Manager, Wanderer, and Participant. In addition to discussing player needs, the book also explores how games can reach wider audiences by appealing to the interests of the core gaming community, and it considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience. The book does not attempt to present an absolute view of the craft of game design, but rather it demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.

Book News Annotation:

Working from the premise that designing games should be audience-focused, game designers Bateman and Boon present their "Zen" approach, which identifies four "player types" called Conqueror, Manager, Wanderer, and Participant. They demonstrate how to design games with these types in mind, offering coverage of how to understand the market; the use for design purposes of the Myers-Briggs personality profile, the DGD1 demographic model, and an understanding of player ability; fundamentals and principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games.
Annotation ©2005 Book News, Inc., Portland, OR (booknews.com)

Book News Annotation:

Working from the premise that designing games should be audience-focused, game designers Bateman and Boon present their "Zen" approach, which identifies four "player types" called Conqueror, Manager, Wanderer, and Participant. They demonstrate how to design games with these types in mind, offering coverage of how to understand the market; the use for design purposes of the Myers-Briggs personality profile, the DGD1 demographic model, and an understanding of player ability; fundamentals and principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation ©2005 Book News, Inc., Portland, OR (booknews.com)

About the Author

Chris Bateman is Managing Director of International Hobo, a specialist company in the field of market-oriented game design and narrative, and a noted game designer and writer. His games include Discworld Noir, Ghost Master and, Bratz: Rock Angels. He sits on the executive panel of the IGDA Game WritersÂż special interest group, and is also co-author of 21st Century Game Design. Richard Boon, one of the worldÂżs foremost game writers, has been involved in the development of dozens of games, and was a major source of information for the recent IGDA white paper on Game Writing. His articles have been published in the industry trade press and magazines, and he lectures on game writing and associated game design issues for writers in other media, and young writers looking to get into the field.

Table of Contents

Acknowledgments Preface Introduction--by Ernest W. Adams Part I Audience Chapter 1 Zen Game Design Chapter 2 Designing for the Market Chapter 3 Myers-Briggs Typology and Gamers Chapter 4 The DGD1 Demographic Model Chapter 5 Player Abilities Part II Design Chapter 6 Foundations of Game Design Chapter 7 Principles of Interface Design Chapter 8 Game World Abstraction Chapter 9 Avatar Abstractions Chapter 10 Game Structures Chapter 11 Action Game Genres Chapter 12 Genres: Quest, Strategy, and Simulation Chapter 13 The Evolution of Games: Originality and Chreodes Glossary References Index

Product Details

ISBN:
9781584504290
Author:
Bateman, Chris
Publisher:
Charles River Media
Author:
Boon, Richard
Author:
Bateman, Chris (Chris Bateman)
Subject:
Entertainment & Games - General
Subject:
Video games
Subject:
Games
Subject:
Computer graphics -- Design.
Subject:
Video & Electronic - General
Subject:
Computer Graphics - Game Programming
Subject:
Video & Electronic
Subject:
Entertainment & General
Subject:
Design
Subject:
Programming - Games
Subject:
Video games -- Design.
Subject:
Computer games - Design
Subject:
Computer graphics
Subject:
Software Engineering-Game Design
Subject:
General Computers
Copyright:
Edition Description:
Paperback
Series:
Charles River Media Game Development
Publication Date:
August 2005
Binding:
TRADE PAPER
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
Y
Pages:
1
Dimensions:
9.22x7.34x.84 in. 1.55 lbs.

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