Game Design Workshop: A Playcentric Approach to Creating Innovative Games (Anglais) Broché – 8 avril 2008
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Description du produit
Revue de presse
-Ian Bogost, professor of digital media, the Georgia Institute of Technology and co-founder, Persuasive Games
Présentation de l'éditeur
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.
* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts.
* Hands-on exercises demonstrate key concepts, and the design methodology
* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
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Commentaires client les plus utiles sur Amazon.com
I highly recommend this book to anyone looking to learn more about game development, as a trade, and especially for anyone looking to do it as a profession.
There were so many things to love about this book, but three things really stand out in my mind as being particularly awesome:
1. The "Designer Perspective" sidebars (insight into how some famous game designers got started and some behind-the-scenes knowledge about the industry)
2. The focus on iterative-design (prototype and test early and often)
3. The Exercises (real application exercises that hold your hand through the development of games, and of yourself as a career designer)
There were basically only two things I *didn't* like about this book, and they are purely circumstantial.
The first thing is that this book is college-textbook dense. Seriously. The page-count is just shy of 450 pages, and each page is divided into two columns, with a relatively small font-size. It was a beast to get through. There were many times when finishing the book felt like a daunting task, particularly towards the end.
The second thing that I wished was different was that the book's focus changes almost completely to digital game development (video games). The first half of the book was about basic game development, and so it could apply to either tabletop games or digital games; but as the book progresses, it makes a clear shift towards digital game development.
Realistically, this is not surprising -- the video game industry is gigantic, with revenues exceeding Box Office sales, and it keeps growing. The market for tabletop games is vastly smaller, domestically, and although it enjoys a much larger market share in Europe, particularly Germany, it is still comparatively diminuitive. So this particular nitpick is purely arbitrary, on my part -- I don't begrudge the authors for their decision regarding the content.
Also the author of this book is participate in creating the game Journey and that's enough to buy this book.
I'm reading my first book about game design, making mindmaps in MindNode Pro and fill how my skill is increasing! That's greate.
Also I like Kindle apps for iPad and iMac - very user-friendly.
P.S.: I'm indie game developer - fedoit.com