Challenges for Game Designers

Author: Brenda Brathwaite,Ian Schreiber

Publisher: Charles River Media

ISBN: 9781584505808

Category: Computers

Page: 317

View: 1870

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Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
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Challenges for Games Designers

Non-Digital Exercises for Video Game Designers

Author: Brenda Brathwaite

Publisher: Createspace Independent Publishing Platform

ISBN: 9781542453318

Category:

Page: 340

View: 3323

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Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
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Breaking Into the Game Industry

Advice for a Successful Career from Those who Have Done it

Author: Brenda Brathwaite,Ian Schreiber

Publisher: Course Technology

ISBN: 9781435458048

Category: Business & Economics

Page: 291

View: 6274

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Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
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FormaMente

Rivista internazionale di ricerca sul futuro digitale

Author: AA. VV.

Publisher: Gangemi Editore Spa

ISBN: 8849279183

Category: Technology & Engineering

Page: 410

View: 4217

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RESEARCH - RICERCA Effectiveness of critical thinking instruction in higher education: a systematic review of intervention studies Dawit T. Tiruneh, An Verburgh, Jan Elen From research assistant to researcher: being wakeful in a mentorship journey about methodology, poverty, and deficit thinking Heather Grenville, Darlene Ciuffetelli Parker Adapting grounded theory in qualitative research: reflections from personal experience Philip Bulawa B-learning quality: dimensions, criteria and pedagogical approach Paula Peres, Luís Lima, Vanda Lima The system learning. Rethinking structures, role and functions of the virtual communities of knowledge and learning Pierfranco Malizia APPLICATIONS - APPLICAZIONI Stability of Russian banking sector: the results of adaptation international standards of banking regulation Svetlana Khasyanova Development of technologies of application of Islamic financial products in the Russian federation Simone La Bella, Vladimir Malyaev Data display in qualitative research Susana Verdinelli, Norma I. Scagnoli The competencies required for effective performance in a University e-learning environment Mitchell Parkes, Christine Reading, Sarah Stein Future direction for next generation Web Young B. Choi, Young Han Choe, Tae H Oh Tablets (iPad) for M-learning in the context of social constructivism to institute an effective learning environment Palmo Thinley, Shlomo Geva, James Reye PowerPoint: IT’s not yes or no, it’s when and how Lois A. Jordan, Raymond Papp Is Finnish higher education a model or a myth? The case study of Erasmus mobility from Italy to Finland Chiara Biasin HIGHLIGHT - PROSPETTIVE A brief outline about FADRIVE. A pattern to improve e-learning Danilo Ceccarelli Morolli PBL Working environment: an expert system for teachers, trainers and headmasters who want to understand and apply the Problem-Based Learning (PBL) pedagogy in their own classroom Susanna Correnti, Luca Angelo Galassi tuBEMATES project: towards a competitive European Higher Education Ilaria Reggiani Simulations and serious games for company businesses Paolo Francescone Learning: the way out Review of OECD (2013), Education at a Glance 2013: OECD Indicators, OECD Publishing. Lisa Reggiani Methodologies for Research-Creation Valentina Cisbani GUIDE Association: Conclusions from the VII International Conference, Guatemala Laura Ricci Upcoming Conferences: VIII GUIDE conference and V Seminar on Education and Communication, Aracaju, Brazil, 19-21 November 2014 New GUIDE Journal: Digital Universities. International best practices and applications CONTRIBUTORS GENERAL INDICATIONS FOR THE AUTHORS

Fundamentals of Game Design

Author: Ernest Adams

Publisher: New Riders

ISBN: 9780132104753

Category: Computers

Page: 696

View: 2731

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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
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Game Design

How to Create Video and Tabletop Games, Start to Finish

Author: Lewis Pulsipher

Publisher: McFarland

ISBN: 0786491051

Category: Games & Activities

Page: 276

View: 1732

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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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Game Design

Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer

Author: Jim Thompson,Barnaby Berbank-Green,Nic Cusworth

Publisher: John Wiley & Sons

ISBN: 0471968943

Category: Computers

Page: 192

View: 1219

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Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.
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Making Great Games

An Insider's Guide to Designing and Developing the World's Greatest Games

Author: Michael Thornton Wyman

Publisher: Taylor & Francis

ISBN: 1136132376

Category: Art

Page: 234

View: 3083

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Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.
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Videogames

Author: James Newman

Publisher: Routledge

ISBN: 1136500413

Category: Games & Activities

Page: 182

View: 9993

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In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
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