Challenges for Game Designers

ISBN-10: 158450580X
ISBN-13: 9781584505808
Edition: 2009
List price: $19.95
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Description: Game designers, like other artists, get better with practice. "Challenges for Game Designers" is a series of creative exercises based on real-world problems, allowing the aspiring and practicing game designer to hone their craft without taking the  More...

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Book details

List price: $19.95
Copyright year: 2009
Publisher: Charles River Media
Publication date: 8/21/2008
Binding: Paperback
Pages: 352
Size: 7.75" wide x 9.25" long x 1.00" tall
Weight: 1.804
Language: English

Game designers, like other artists, get better with practice. "Challenges for Game Designers" is a series of creative exercises based on real-world problems, allowing the aspiring and practicing game designer to hone their craft without taking the time and risk inherent in a full game development project. Well-known game designers contribute their own unique solutions, allowing a window into their thought processes. While most books in this field admit that a game designer must regularly design games, no other book gives the reader, whether student or professional, a starting place to practice their essential skills. "Challenges for Game Designers" is nothing but practice, making it an essential book on any designer's shelf.

Brenda Brathwaite is an award-winning game designer, artist, writer, and creative director with 30 years of experience in the industry. Before founding Loot Drop, Brenda worked for a variety of game companies including Atari, Electronic Arts, Sir-tech Software, and numerous companies in the social games space. She has worked on many Facebook games, including Cloudforest Expedition, Ravenwood Fair, Critter Island, SuperPoke Pets!, SPP Ranch, Garden Life, Rock Riot, and Top Fish. Brenda served on the board of the International Game Developers Association (IGDA) and presently chairs the IGDA's Women in Games Special Interest group. Brenda was named Woman of the Year by Charisma+2 Magazine in 2010 and also was a nominee in Microsoft's 2010 Women in Games game design awards. In 2009, her game Train won the coveted Vanguard Award at IndieCade. She was named one of the top 20 most influential women in the game industry by Gamasutra.com in 2008 and one of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the 50 artists, actors, authors, activists, and icons who are making the world a more stimulating place.

Ian Schreiber has been in the industry for 7 years, first as a programmer and then as a game designer. He has worked on 5 published game titles, including Playboy: the Mansion and the Nintendo DS version of Marvel Trading Card Game. He has also developed training/simulation games for two Fortune 500 companies. For the last year, Ian has taught game design and development at Ohio University, and was mentoring college students at several universities for years before that.

Introduction & Welcome
Building Blocks
The Basics
Game Design Atoms
Puzzle Design
Converting Digital to Physical
Chance and Skill
Elements of Chance
Elements of "Strategic" Skill
Elements of "Twitch" Skill
Chance and Skill: Finding the Balance
Writing Game Concepts
What Is Intellectual Property?
Creating Sequels
Targeting a Market
Learning an Unfamiliar Genre
Designing a Game to Tell a Story
Additive and Subtractive Design
Adding and Subtracting Mechanics
"But Make It Multiplayer"
Special Topics
Creating a User Interface
Games as Art
Games as a Teaching Tool
Serious Games
Casual Games
Social Networks and Games

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