Download Casual Game Design: Designing Play for the Gamer in All of by Gregory Trefry PDF

By Gregory Trefry

ISBN-10: 0123749530

ISBN-13: 9780123749536

This in-depth source teaches you to craft mechanics that generate tough, stress-free, and well-balanced gameplay. You’ll realize at what levels to prototype, try out, and enforce mechanics in video games and methods to visualize and simulate online game mechanics with the intention to layout higher video games. alongside the best way, you’ll perform what you’ve discovered with hands-on classes. A loose downloadable simulation software constructed via Joris Dormans is usually to be had with a view to stick to in addition to workouts within the ebook in an easy-to-use graphical setting.

In video game Mechanics: complex online game layout, you’ll learn the way to:

* layout and stability online game mechanics to create emergent gameplay prior to you write a unmarried line of code.
* Visualize the interior economic system so you might instantly see what is going on in a posh game.
* Use novel prototyping suggestions that allow you to simulate video games and gather giant amounts of gameplay facts at the first day of development.
* observe layout styles for online game mechanics—from a library during this book—to increase your online game designs.
* discover the fragile stability among video game mechanics and point layout to create compelling, long-lasting online game experiences.
* change fastened, scripted occasions on your video game with dynamic development platforms to offer your gamers a brand new adventure whenever they play.

Show description

Read or Download Casual Game Design: Designing Play for the Gamer in All of Us PDF

Best games books

Never Have I Ever: 1000 Secrets for the World's Most Revealing Game

Uncovered secrets and techniques . . . DRINK!
Confessed Sex-capades . . . DRINK!
Shared existence reports . . . DRINK!
Relived Embarrasments . . . DRINK!
Oh definite you probably did . . . DRINK!

Packed with a thousand confessions, this booklet promises that your subsequent online game of by no means Have I Ever may be the most enjoyable, interesting and revealing time you’ve ever had along with your buddies.

Game Engine Gems 2

This ebook, the second one quantity within the well known video game Engine gem stones sequence, comprises brief articles that target a specific process, describe a smart trick, or provide useful recommendation in the topic of video game engine improvement.

The 31 chapters disguise 3 large different types photographs and rendering, video game engine layout, and structures programming. specialist online game builders, scholars of online game improvement and computing device technology, and a person attracted to studying how the professionals take on particular difficulties that come up in the course of online game engine improvement will locate necessary gemstones during this collection.

Supplementary fabrics, together with demos, resource code, examples, necessities, and extra are available at www. gameenginegems. internet

Positional Games

This article relies on a lecture direction given by means of the authors within the framework of Oberwolfach Seminars on the Mathematisches Forschungsinstitut Oberwolfach in could, 2013. it truly is meant to function a radical creation to the quickly constructing box of positional video games. This quarter constitutes an incredible department of combinatorics, whose target it's to systematically boost an in depth mathematical foundation for a number of participant ideal details video games.

Serious Games Development and Applications: 5th International Conference, SGDA 2014, Berlin, Germany, October 9-10, 2014. Proceedings

This ebook constitutes the refereed lawsuits of the fifth overseas convention on critical video games improvement and functions, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised complete papers provided including four brief papers have been rigorously reviewed and chosen from 31 submissions.

Extra resources for Casual Game Design: Designing Play for the Gamer in All of Us

Sample text

But in any of these cases, the game designer needs to be there to help define the mechanic at the core of the game. The rest of the game, from the story to the art, should grow from the core mechanic. At the outset of a project, the game designer will brainstorm initial concepts for the game. Some designers generate many wildly different concepts. Other designers quickly settle on one general idea and come up with variations. It is up to you to find a method that best fits with your way of generating ideas.

First, people outside the company are less invested in the game. They care less about whether the game succeeds or fails. Your development colleagues are as invested in the game succeeding as you are. This makes their opinion somewhat suspect. They are more likely to see fun because they know how the game is supposed to work and want the game to be a success. Getting outside opinions also enables you to approach players who are more likely to be in your intended audience. Like it or not, most game companies are not producing games for their employees.

Once the team has settled on a concept, the designer writes the rules and fleshes out the game. It may seem silly to write rules for a video game, but it’s still an important exercise. It often seems like video games don’t have rules so much as interfaces. The software simply defines what the player can and can’t do, so the player doesn’t need to know the rules. It’s true, the game guides the player, but the software still follows rules. As the game designer, you must define the behavior so you can write the software specifications for the programmer.

Download PDF sample

Casual Game Design: Designing Play for the Gamer in All of Us by Gregory Trefry

by Thomas

Rated 4.56 of 5 – based on 31 votes