The Pyramid of Game Design

The Pyramid of Game Design PDF Author: Nicholas Lovell
Publisher:
ISBN: 9781351579513
Category : Computer games
Languages : en
Pages :

Get Book Here

Book Description

The Pyramid of Game Design

The Pyramid of Game Design PDF Author: Nicholas Lovell
Publisher:
ISBN: 9781351579513
Category : Computer games
Languages : en
Pages :

Get Book Here

Book Description


The Pyramid of Game Design

The Pyramid of Game Design PDF Author: Nicholas Lovell
Publisher: CRC Press
ISBN: 0429815662
Category : Computers
Languages : en
Pages : 303

Get Book Here

Book Description
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.

The F2P Toolbox

The F2P Toolbox PDF Author: Nicholas Lovell
Publisher: Gamesbrief
ISBN: 9780992982904
Category : Business planning
Languages : en
Pages : 144

Get Book Here

Book Description
54 of the most important and high-impact ideas in modern game design, presented in easy to understand summary cards and explained in full detail on the facing page. This is a practical book aimed at helping you to understand and implement F2P systems that will make your game profitable, successful and, most of all, fun. Perfect for those embarking on their first F2P project and experienced developers seeking to refine their techniques alike, The F2P Toolbox draws on years of experience of F2P games and businesses to give you no-nonsense advice and guidelines that will improve your business and delight your players.

The Art of Game Design

The Art of Game Design PDF Author: Jesse Schell
Publisher: CRC Press
ISBN: 1466598646
Category : Computers
Languages : en
Pages : 604

Get Book Here

Book Description
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Players Making Decisions

Players Making Decisions PDF Author: Zack Hiwiller
Publisher: New Riders
ISBN: 013439464X
Category : Computers
Languages : en
Pages : 646

Get Book Here

Book Description
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Game Feel

Game Feel PDF Author: Steve Swink
Publisher: CRC Press
ISBN: 1482267330
Category : Art
Languages : en
Pages : 377

Get Book Here

Book Description
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

The Game Design Toolbox

The Game Design Toolbox PDF Author: Martin Annander
Publisher: CRC Press
ISBN: 1000998223
Category : Computers
Languages : en
Pages : 186

Get Book Here

Book Description
This book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a "toolbox" for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing. This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs. Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.

The Curve

The Curve PDF Author: Nicholas Lovell
Publisher:
ISBN: 9780670923212
Category : Business planning
Languages : en
Pages : 0

Get Book Here

Book Description
'The curve' means accepting that millions of people now expect your product for free - because a small number of high spenders are enough to build a profitable business. In games, free is the norm, but some fans now spend thousands of dollars while playing a single title. That means the focus is no longer how many units you can sell. It is how you can satisfy those users who are happy to pay for things they value. 'The curve' shows you how to forge relationships with your biggest fans and sustain long-term success.

Elements of Game Design

Elements of Game Design PDF Author: Robert Zubek
Publisher: MIT Press
ISBN: 0262043912
Category : Computers
Languages : en
Pages : 251

Get Book Here

Book Description
An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels—mechanics and systems, gameplay, and player experience—and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay. The book first introduces the core model and framework for analyzing and designing games. It then discusses the three levels in detail, explaining player experience and identifying design goals; introducing low-level structural analysis of gameplay in terms of basic mechanics; describing how mechanics build up into systems; and presenting concepts for understanding gameplay, defined as the dynamic behavior of players when they interact with mechanics and systems. Finally, the book offers students advice on creating game prototypes using an iterative, user-centered process. Each chapter offers a set of exercises for individuals and design challenges for groups.

Game Design Deep Dive: Horror

Game Design Deep Dive: Horror PDF Author: Joshua Bycer
Publisher: CRC Press
ISBN: 1000451011
Category : Computers
Languages : en
Pages : 145

Get Book Here

Book Description
The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.