Higher Education

Game Design: A Practical Approach, 1st Edition

  • Paul Schuytema
  • ISBN-10: 1584504714  |  ISBN-13: 9781584504719
  • 375 Pages
  • © 2007 | Published
  • College Bookstore Wholesale Price = $33.75



Game Design: A Practical Approach is written for new game designers, practicing designers, and serious gamers wanting to create their own designs. Throughout the pages of this book, you'll find a complete and practical introduction to the craft of game design, starting at square one with an exploration of just what a game and game design are. From there you'll explore the skills you need to have as a game designer and learn when and how to use them. Then you'll dive into the very practical nuts and bolts of a number of vital game design topics, including how to balance gamplay? what is risk-reward? how do you scale challenge? And along the way, you'll learn the scripting language, Lua, and work with a sample game as you test and explore the game design concepts being discussed. The book is packed with the invaluable insights and tips you need to master the art of game design, including a variety of "from the trenches" sidebars by some of the industry's top game designers. So whether you're a new designer, experienced professional, or serious gamer, you'll find the tools and wisdom you need to succeed as a game designer.

Features and Benefits

  • Teaches game design from concept to delivery using of a sample game to teach principles and concepts
  • Covers techniques applicable across the PC and game console platforms
  • Provides all game examples in a simplified Lua script and a robust DX9 game shell that non-programmers /designers can easily implement during each design phase
  • Includes �from the trenches� sidebars from industry design veterans
  • Enables start up designers to prototype ideas, interfaces, and ideas without programming knowledge
  • You�ll find a host of useful material that will extend your understanding of game design: Eye Opener, the �demo game� we explore in Part III; A complete 2D game engine and all support Lua scripts; Example game design and pitch documents; A command-line Lua interpreter (the application and documentation); A custom Lua-enhanced shareware version of the Zeus program editor; A basic Lua scripting style guide System Requirements: P450 or better processor; Windows 2000/XP; 32MB of RAM; For the game and �sandbox� demos: DirectX 8.1 or higher (see README

Table of Contents

Ch. 1 What is Game Design?,
Ch. 2 What Does a Game Designer Do?,
Ch. 3 Doing Your Homework (what you need to study and learn as a designer),
Ch. 4 The Design Document (a designer’s blueprint for success, what it is, what it needs, and starting on our own document),
Ch. 5 Learning our Tools (learning the book’s baseline game engine and a quick Lua scripting tutorial),
Ch. 6 The Atoms of a Game (the player as an agent for change, etc.),
Ch. 7 Player Perception (what the player actually perceives and feels),
Ch. 8 Challenge and Pattern Recognition (how to craft challenge and take advantage of patterns),
Ch. 9 User Interface (the core elements of UI design),
Ch. 10 Interaction Design,
Ch. 11 Puzzle Design,
Ch. 12 Environment Design,
Ch. 13 Conflict Design and Balancing,
Ch. 14 Scenario Design,
Ch. 15 Risk-Reward (creating moments of player choice),
Ch. 16 Storytelling,
Ch. 17 Artificial Intelligence,
Ch. 18 Next Steps,

Meet the Author

Author Bio

Paul Schuytema

Paul Schuytema (Monmouth, IL) has been a professional game developer for over ten years and in that time spoke at the previous ten GDC conferences. He has produced and designed over twenty games. Schuytema wrote more than 200 professional articles and authored or co-authored over a dozen books. He teaches college-level creative writing and journalism, and he received the Governor¿s 2002 Entrepreneurial Success Award in Illinois. He is the primary scriptor for Magic Lantern.