Detalles del Título
Detalles del Título

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Título Game design wokshop : a playcentric approach to creating innovative games / Tracy Fullerton. - Third editionLibro / Impreso - Libros
Autor(es) Fullerton, Tracy (Autor)
Publicación Boca Raton, FL., Estados Unidos : CRC Press, c2014 ; Taylor & Francis
Descripción Física 507 páginas : encuadernación rústica
Inglés;
ISBN 9781482217162
Clasificación(es) 794.8
Materia(s) Juegos de computador - Diseño; Juegos con computador; Videojuegos; Juegos con computador - Programación; Videojuegos - Diseño; Diseño gráfico con ayuda de computador; Diseño gráfico;
Nota(s) CONTENIDO:PART I: GAME DESIGN BASICS
Chapter 1: The Role of the Game Designer
An Advocate For the Player
Passions and Skills
The Design Process
Designing for Players
Conclusion
CHAPTER 2: THE STRUCTURE OF GAMES
Go Fish Versus Quake
Engaging The Player
The Sum Of The Parts
Defining Games
Conclusion
CHAPTER 3: WORKING WITH FORMAL ELEMENTS
Players
Objectives
Procedures
Rules
Resources
Conflict
Boundaries
Outcome
Conclusion
CHAPTER 4: WORKING WITH DRAMATIC ELEMENTS
Challenge
Play
Premise
Character
Story
The Dramatic Arc
Conclusion
CHAPTER 5: WORKING WITH SYSTEM DYNAMICS
System Dynamics
Interacting With Systems
Tuning Game Systems
Conclusion
Part II: Designing a Game
CHAPTER 6: CONCEPTUALIZATION
Where Do Ideas Come From?
Brainstorming Techniques
Team Brainstorming
Editing Refining
Turning Ideas Into A Game
Conclusion
CHAPTER 7: PROTOTYPING
How To Prototype
Prototyping Your Original Game Idea
Tools For Visualizing
Making The Physical Prototype Better
Beyond The Physical Prototype
Design Documents
Conclusion
The Design Evolution Of Magic: The Gathering
Magic Design: A Decade Later
CHAPTER 8: PLAYTESTING
Playtesting And Iterative Design
Recruiting Playtesters
Conducting A Playtesting Session
Methods Of Playtesting
The Play Matrix
Taking Notes
Basic Usability Techniques
Data Gathering
Test Control Situations
Playtesting Practice
Conclusion
How Feedback From Typical Gamers Can Help Avoid Disappointing Outcomes
CHAPTER 9: FUNCTIONALITY, COMPLETENESS, AND BALANCE
What Are You Testing For?
Is Your Game Functional?
Is Your Game Internally Complete?
Is Your Game Balanced?
Techniques For Balancing Your Game
Conclusion
A Conversation With Rob Pardo
Is Your Game Fun?
Improving Player Choices
Is Your Game Accessible?
Conclusion
CHAPTER 11: CONTROLS AND INTERFACES
Viewpoints
Interface
Using Audio As A Game Feedback Device
Conclusion
The Core Mechanic: Game Design As Activity Design
Part III: Working as a Game Designer
CHAPTER 12: TEAM STRUCTURES
Team Structure
Developer s Team
Publisher s Team
Team Profile
All Contribute To The Design
Team Building
Team Communication
The Right Environment
Conclusion
CHAPTER 13: STAGES OF DEVELOPMENT
Stages Defined
How To Make A Project Plan
Preparing For The Inevitable
Team Structure Plus Stages Of Development
Conclusion
CHAPTER 14: THE DESIGN DOCUMENT
Communication And The Design Document
Contents Of A Design Document
Writing Your Design Document
Using The Design Document
Conclusion
Chapter 15: Understanding the Game Industry
The Size Of The Game Industry
Platforms For Distribution
Genres Of Gameplay
Publishers
Developers
The Business Of Game Publishing
Conclusion
Understanding The Board And Card Game Industry: A Guide F Or Inventors
CHAPTER 16: SELLING YOURSELF AND YOUR IDEAS TO THE GAME INDUSTRY
Getting A Job At A Publisher Or Developer
Pitching Your Original Ideas
Independent Production
Conclusion
Indie Game Jam-An Outlet For Innovation And Experimental Game Design
Conclusion
Appendix A: Sample Budget Spreadsheet
Index
Resumen El libro pone a trabajar la creación de prototipos, testeo, y la revisión de sus propios juegos con métodos y herramientas de la prueba del tiempo. Le proporciona la base para avanzar en su carrera en cualquier faceta de la industria del juego, incluyendo el diseño, producción, programación y diseño visual
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