ABSTRACT

My goal in writing this book hasn’t been to turn you into a professional game developer. Rather, I’m interested in teaching designers how to harness the powerful tools that are so prevalent in game development so they can invent new ways of designing. The host of software that designers have at their disposal offers a wide array of capabilities. Software to model 3D forms, create precise 2D drawings, modify images and edit video are extremely powerful today. Most of this software, however, is optimized for accelerating the pace of production. The projects in this book, on the other hand, were conceived to open up new creative avenues. Folding paper and simulating molecular bonding may seem like strange methods for arriving at design solutions, but whenever concepts like these are imported into the design process, unintentional shifts in thinking are bound to happen.