ABSTRACT

This chapter explores the process of deriving patterns from readers' own experience and research. Christopher Alexander’s work suggests that designers should expand the Pattern Language he began with his 253 patterns and that designers might even develop entirely separate languages to address their own design needs. His work describes the parts of a pattern and suggests that all patterns should have those parts, but he does not give guidance as to how designers should go about creating patterns that meet his specifications. The chapter describes about the pattern template representing a synthesis of the work of other designers in applying patterns to game design and author's experience in using patterns to teach design. It presents some examples to teach the concept of patterns and how they apply to game design. The exercises presented begin with a slightly more straightforward process and escalates in complexity to a level considerably beyond this example.