Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton


Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Title : Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Author :
Rating :
ISBN : 0240809742
ISBN-10 : 9780240809748
Language : English
Format Type : Paperback
Number of Pages : 470
Publication : First published January 1, 2008

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills.

Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.

Features:
* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts.
* Hands-on exercises demonstrate key concepts, and the design methodology
* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux


Game Design Workshop: A Playcentric Approach to Creating Innovative Games Reviews


  • Kory

    Game Design Workshop is a great book for learning how to design games, it was required for a class while we design board games. This book shares a lot in common with The Art of Game Design: A Book of Lenses, and the exercises are definitely useful. Compared with the book of lenses, reading either one helps and reading other won't give much more information. As for what's different, well you have exercises to help you learn game design or lenses which helps to pose valuable questions about the game you're designing.

    Both the exercises and lenses are useful and more than likely you would find yourself using both.

  • Kars

    A very comprehensive discussion of contemporary game design practice. This book provides a theoretical foundation for game design, and a description of the position of the game designer in today's industry, but where it really shines is its structured, step-by-step description of how to design a game. I was pleasantly surprised by the author's emphasis on early prototyping, iteration and playtesting, playtesting, playtesting. Since owning this, it has become the first thing I recommend to my students to look at when they're having issues with their process. For myself it's been a good way to review my own approach. The only reason it's not getting top marks is because in some areas, I found it too shallow, even for a novice audience.

  • Rodrigo Porto

    Game Design Workshop é um livro fascinante, posso não ter lido muitos para compará-lo mas isso não diminui a minha estupefação ao lelo, a forma com o qual aborda o assunto e instiga o leitor a formar a sua própria opinião é impressionante, este não é um livro receita do tipo faça isso que você terá um game, é claro que ele passa instruções, mas principalmente busca fazer com que o leitor busque pensar na melhor maneira de realizar o design do jogo, quais as perguntas e respostas ele deve ter na ponta da língua sobre o projeto e sempre pensando na experiencia do jogador e como torna-la memorável.
    O livro também ensina técnicas de brainstorming, playtesting, qual as obrigações de cada membro da equipe, da dicas para quem pretende iniciar sua carreira e por ai vai, é um curso completo de game design ao custo de míseros dólares, uma barganha em que o leitor sai ganhando.
    Ele também esta repleto de entrevistas com designer de todos os tipos e países, cada uma passando a visão e falando do caminho que o desenvolvedor seguiu para alcançar sua posição e para finalizar possui centenas de exercícios que no final lhe premiara com o design de um game completo.
    Game Design Workshop é uma bíblia para qualquer um que deseja entrar neste ramo como designer de games, uma obra de leitura obrigatória que certamente lhe impulsionara para o sucesso.

  • Dmitry Nozhnin

    A very practical guide to game design, written conscisely and down to earth with alot of examples. Many interviews with seasoned gamedesigners give different perspectives to issues and questions of designing games.

  • Anushka Aritri

    What a horrendous read! I never expected a book that was as informative as this - to be so badly designed. How ironic is it that a book that is aimed towards designers (sure, game design, but we write game design documents that are meant to communicate effectively) - was so badly designed!!

    Tiny font, with interviews breaking the flow of reading on the regular, easily 400+ words a page with HUGE blocks of text, and about two inches away from intellectual masturbation. I love game design, and can consider myself at an intermediate level, and it nearly sucked the passion out of me. I consider it cheeky to call this "Hard Fun", since I managed to persevere and read the entire thing. A sense of accomplishment and relief took over, and I can't wait to continue reading Book of Lenses, which I remember having amazingly intuitive design and quite the fun experience.

    Some of the content is now obsolete, which is completely understandable due it being written a long time ago - but I still took away quite a bit from it - despite how much I just bashed it. I did read all the interviews - and now have a better understanding of the industry from around when the book was published. I also definitely am more enlightened about the importance of playtesting and prototyping. I'll definitely be a lot more attentive to that from now on.

    Read at your own risk, and be prepared for a very dense experience.

  • Florian

    A solid textbook on game design

    Fullerton has put together a well-focused and tightly structured textbook that guides readers through all relevant stages of game design. The chapters have a sharp focus, are clearly written, and contain useful exercises and further readings. Arguably one of the strongest elements are the sidebars by industry insiders, which provide reality checks and inspiration. I only had minor gripes, for instance that the digital version of the third edition is missing all cross references, or that the writing could have been checked better for industry jargon (what is it with design folks always 'planning out', 'mapping out', 'building out', etc? What ever happened to simply 'planning', 'mapping', or 'building' something?). But these are negligible caveats in an overall solid publication that I am more than happy to recommend to my own Games Studies students.

  • Diogo Muller

    This is an interesting book. It goes over the basics of Game Design and production, with many exercises that help developing the skills taught on the chapter, and many, many very interesting interviews with people that work on the area.

    This feels like a Game Design Textbook, and that's not a bad thing. I would recommend it to someone who wants to start learning Game Design, for sure.

  • Iain

    An excellent read for designers that also gives avid gamers plenty to think about.

    Recommend for all interested in exploring the art and science of gaming.

  • Michael Burnam-Fink

    Game Design Workshop is a pragmatic textbook on how to make games, with a plethora of useful exercises in analysis and design for helping rookies turn their game design dreams into reality. There isn't much in the way of theory here; a brief nod towards Huizinga's magic circle and the flow state, and then the game delves into the meat of prototype, iteration, and improvement. As a gamer, it's interesting to see the small number of games which people at the top of the field consider their inspirations (ever heard of M.U.L.E?) As a teacher, there are tons of good exercises that could be adapted into homework.

    Game Design Workshop is deliberately agnostic towards what type of games its reader will make, although there is a slight trend bias towards cardboard prototypes of computer games, a practice followed by many major studios. The advice on using playtesters was particularly good. Compared to Jesse Schell's The Art of Game Design: A Book of Lenses this book is much less theoretical, preferring a lose concept of 'play' to stricter ideas about storytelling, simulation, and balance.

    I read the second edition, which in 2015 is slightly outdated, but I have faith that the 2013 3rd edition is a worthy upgrade. If I were teaching a class on game design, I'd definitely consider this book a central resource.

  • Stacey Mason

    Like most people of my generation, I have been playing video games since I can remember. I've read bits and pieces of other game design books, but none have been as clear or as aligned with my own vision of games as this book. It helped me really make the transition from thinking like a consumer to thinking like a creator. It is indispensable for designers of paper and digital games alike.

    Fullerton focuses on designing games with the constant goal of vigilantly keeping the player experience at the center of the design process. Everything should be prototyped iteratively. Repeatedly. The upbeat tone encourages experimentation, failure, and revision, reassuring budding designers that games are not some divine inspiration that happens perfectly the first time around. For someone with little experience, this was exactly what I needed to hear, and Fullerton is sure to repeat the message through examples and anecdotal interviews from some of the biggest names in the field.

    I also found the exercises in the book extremely helpful for thinking about games, but more importantly for thinking about how I was thinking about games.

    Fantastic and inspiring.

  • Ivan

    A text book on designing/understanding/dissecting video games and (I think) a little bit of "the theory of fun."

    Probably more book than I can chew right now, but we'll see if I read it all....or maybe a resource for fun games I haven't played yet!

    Any book that makes an in-depth comparison of Go Fish to Quake can't be bad.

  • Jonathan

    This is a very good book that makes you thinks about games in a new light. It breaks down elements of fun in games as simple as Red Rover and as complex Call of Duty. As a writer, it makes you think about ways of writing games for player; even not for players (because apparently that's a thing). A valuable resource for anyone who wants to study games.

  • Serge Pierro

    An excellent book on game design. In particular the early parts on prototyping and playtesting. I found the book covered many areas that I had come across in my own game designs, and playtesting for other companies.

  • Theresa

    A fantastic reference and resource. I'm definitely going to refer to it when planning brainstorm and playtest sessions! I also love the interviews with industry folks.

  • Hendrik

    Amazing read!

  • Susan

    Fantastic resource for game design

  • Silvio Carrera

    If you're a game developer this is a must have on your shelf.

  • David Hunter

    By far one of the best game design books out there.

  • Mackenzie

    Classic game design book and really interesting for the kinds of things I hope to create.

  • Igor Sukhorukov

    Book is good for high school folks who would like to do games. Useful just to get general image of game design at school practice level. Too wide to be used in professional field.

  • Adriana Popescu

    Good for developing board games as well. I read it while creating a board game. Very clear explanations of game design core elements, with nice practical exercises for the reader(s)/game designer(s).

  • Duip

    An exemplary primer, albeit some needless information which gamers must have already known and cannot interest non-gamers to open the whole book.