ABSTRACT

“Create the digital games you love to play.”

Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.

Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.

This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.

Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

part 1|174 pages

Game Design Basics

chapter Chapter 1|30 pages

The Role of the Game Designer

chapter Chapter 2|27 pages

The Structure of Games

chapter 3|41 pages

Working with Formal Elements

chapter 4|33 pages

Working with Dramatic Elements

chapter 5|41 pages

Working with System Dynamics

part 2|236 pages

Designing a Game

chapter 6|41 pages

Ideation

chapter 7|39 pages

Prototyping

chapter 8|36 pages

Digital Prototyping

chapter 9|37 pages

Playtesting

chapter Chapter 10|41 pages

Functionality, Completeness, and Balance

chapter 11|40 pages

Fun and Accessibility

part 3|130 pages

Working as a Game Designer

chapter 12|34 pages

Team Structures

chapter Chapter 13|22 pages

Stages and Methods of Development

chapter 14|27 pages

Communicating Your Designs

chapter Chapter 15|27 pages

Understanding the New Game Industry

chapter Chapter 16|18 pages

Selling Yourself and Your Ideas to the Game Industry

chapter |1 pages

Conclusion