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    Challenges for Game Designers (Paperback) By (author) Brenda Brathwaite, By (author) Ian Schreiber

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    DescriptionWelcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 non-digital shorts to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.


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    Title
    Challenges for Game Designers
    Authors and contributors
    By (author) Brenda Brathwaite, By (author) Ian Schreiber
    Physical properties
    Format: Paperback
    Number of pages: 352
    Width: 185 mm
    Height: 229 mm
    Thickness: 23 mm
    Weight: 612 g
    Language
    English
    ISBN
    ISBN 13: 9781584505808
    ISBN 10: 158450580X
    Classifications

    BIC E4L: COM
    B&T Book Type: NF
    LC subject heading:
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Academic Level: 01
    BIC subject category V2: UDX
    LC subject heading:
    B&T Modifier: Text Format: 06
    B&T General Subject: 229
    B&T Modifier: Text Format: 01
    B&T Merchandise Category: COM
    Warengruppen-Systematik des deutschen Buchhandels: 26320
    Ingram Subject Code: XJ
    Nielsen BookScan Product Class 3: S10.9
    Libri: I-XJ
    BIC subject category V2: UGG
    DC22: 794.81
    BISAC V2.8: COM012040
    DC22: 794.81536
    LC subject heading: , , ,
    DC22: 794.8/1536
    LC classification: QA76.76.C672 B743 2009
    Thema V1.0: UGG
    Edition
    1
    Illustrations note
    black & white illustrations
    Publisher
    Cengage Learning, Inc
    Imprint name
    Charles River Media
    Publication date
    20 September 2008
    Publication City/Country
    Hingham
    Review quote
    Introduction BUILDING BLOCKS Chapter 1: The Basics Chapter 2: Mechanics & Dynamics Chapter 3: Puzzle Design Chapter 4: Converting Digital to Physical WRITING GAME CONCEPTS Chapter 5: Working with Licenses and IP Chapter 6: Creating Sequels Chapter 7: Targeting a Market Chapter 8: Learning an Unfamiliar Genre Chapter 9: Designing a Game to Tell a Story THE DICE VS. THE BRAIN Chapter 10: Elements of Chance Chapter 11: Elements of Skill Chapter 12: Balancing Challenge and Skill ADDITIVE AND SUBTRACTIVE DESIGN Chapter 13: Adding and Subtracting Mechanics Chapter 14: Technological Constraints Chapter 15: Incorporating New Assets Chapter 16: But Make it Multiplayer THE USER INTERFACE Chapter 17: Designing for a Special Controller Chapter 18: Creating a User Interface OFF THE BEATEN PATH Chapter 19: Games as Artistic Statements Chapter 20: Games for Education/Teaching Chapter 21: Serious Games Chapter 22: Casual Games Chapter 23: Social Networking STUFF THAT FIT NOWHERE ELSE Chapter 24: You want me to do what?
    Table of contents
    Introduction BUILDING BLOCKS Chapter 1: The Basics Chapter 2: Mechanics & Dynamics Chapter 3: Puzzle Design Chapter 4: Converting Digital to Physical WRITING GAME CONCEPTS Chapter 5: Working with Licenses and IP Chapter 6: Creating Sequels Chapter 7: Targeting a Market Chapter 8: Learning an Unfamiliar Genre Chapter 9: Designing a Game to Tell a Story THE DICE VS. THE BRAIN Chapter 10: Elements of Chance Chapter 11: Elements of Skill Chapter 12: Balancing Challenge and Skill ADDITIVE AND SUBTRACTIVE DESIGN Chapter 13: Adding and Subtracting Mechanics Chapter 14: Technological Constraints Chapter 15: Incorporating New Assets Chapter 16: But Make it Multiplayer THE USER INTERFACE Chapter 17: Designing for a Special Controller Chapter 18: Creating a User Interface OFF THE BEATEN PATH Chapter 19: Games as Artistic Statements Chapter 20: Games for Education/Teaching Chapter 21: Serious Games Chapter 22: Casual Games Chapter 23: Social Networking STUFF THAT FIT NOWHERE ELSE Chapter 24: You want me to do what?