A Game Design Vocabulary: Exploring the... | WHSmith Books
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

By: Naomi Clark (author), Anna Anthropy (author)Paperback

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Description

Master the Principles and Vocabulary of Game Design Why aren't videogames getting better? Why does it feel like we're playing the same games, over and over again? Why aren't games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need-whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level. Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand

About Author

Anna Anthropy is an artist, author and game creatrix working in the East Bay area. As an ambassador for game creation, she works to empower marginalized voices to gain access to game creation. Her first book, Rise of the Videogame Zinesters, is an autobiography / manifesto / DIY guide. She's radical. Naomi Clark has been designing and producing games for more than two decades, ever since she started creating text-based virtual worlds as a teenager. She's worked on multiplayer web games (Sissyfight 2000), casual downloadable games (Miss Management), Flash games for kids (LEGO Junkbot). and Facebook games (Dreamland) while working with companies like Gamelab, LEGO, Rebel Monkey, and Fresh Planet. Naomi has also taught classes and workshops at Parsons School of Design, the NYU Game Center, and the New York Film Academy, and written game analysis and feminist critique for Feministe. She is currently developing an independent game with the Brooklyn Game Ensemble.

Contents

Part I Elements of Vocabulary 1By Anna Anthropy 1 Language 3Signs Versus Design 4Failures of Language 7A Voice Needs Words 9A Beginning 102 Verbs and Objects 13Rules 14Creating Choices 16Explaining with Context 21Objects 22The Physical Layer 25Character Development 30Elegance 32Real Talk 34Review 36Discussion Activities 37Group Activity 383 Scenes 39Rules in Scenes 40Shaping and Pacing 50Layering Objects 56Moments of Inversion 60Chance 61Real Talk 64Review 71Discussion Activities 71Group Activity 734 Context 77First Impressions 78Recurring Motifs 82Character Design 83Animation 86Scene Composition 89Camera 94Sound 96Real Talk 99Review 103Discussion Activities 104Group Activity 104 Part II Conversations 107By Naomi Clark 5 Creating Dialogue 109Players 110Creating Conversation 111Iterating to Fun and Beyond 113Your Conversation 1156 Resistance 117Push and Pull 118Flow 119Alternatives to Flow 129Opening Up Space 132Opening Up Purpose 134The Pull of Rewards 137Time and Punishment 141Scoring and Reflection 147Review 150Discussion Activities 152Group Activity 1537 Storytelling 155Pattern Recognition 156Authored Stories 159Interpreted Stories 172Open Stories 181Review 187Discussion Activities 188Group Activity 189 A Further Playing 191Achievement Unlocked (John Cooney, 2008) 192American Dream (Stephen Lavelle, Terry Cavanagh, Tom Morgan-Jones, and Jasper Byrne, 2011) 192Analogue: A Hate Story (Christine Love, 2012) 193The Banner Saga (Stoic, 2014) 193Candy Box (aniwey, 2013) 194Consensual Torture Simulator (Merritt Kopas, 2013) 194Corrypt (Michael Brough, 2012) 195Crypt of the Necrodancer (Ryan Clark, 2013) 196Dwarf Fortress (Tarn Adams, 2006) 196English Country Tune (Stephen Lavelle, 2011) 197Even Cowgirls Bleed (Christine Love, 2013) 197Gone Home (The Fullbright Company, 2013) 198Mighty Jill Off (Anna Anthropy, 2008) 198NetHack (NetHack Dev Team, 1987) 199Papers, Please (Lucas Pope, 2013) 199Persist (AdventureIslands, 2013) 200QWOP (Bennett Foddy, 2008) and GIRP (Bennett Foddy, 2011) 201Spelunky (Derek Yu, 2008) 201Triple Town (Spry Fox, 2011) 202 Index 203

Product Details

  • ISBN13: 9780321886927
  • Format: Paperback
  • Number Of Pages: 240
  • ID: 9780321886927
  • weight: 454
  • ISBN10: 0321886925

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