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.

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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.

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


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