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The Art of Game Design


Synopsis


The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.

Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.

This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.

Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Summary

Chapter 1: The Essence of Game Design

* Defines game design as the process of creating a compelling experience through rules, mechanics, and narrative.
* Emphasizes the importance of player agency, goals, and feedback.
* Example: A puzzle game where players must navigate a maze by solving logic problems.

Chapter 2: The Four Pillars of Game Design

* Introduces the four pillars of game design: theme, mechanics, balance, and completion.
* Explains how these pillars work together to create a cohesive game experience.
* Example: A racing game where the theme (competition) is reflected in the mechanics (fast-paced driving), balance (equal car performance), and completion (winning the race).

Chapter 3: Creating Engaging Stories

* Discusses the role of narrative in game design, including character development, plot structure, and pacing.
* Explores different storytelling techniques, such as environmental storytelling and branching dialogue.
* Example: An RPG where players embark on a quest to defeat an evil overlord, encountering diverse characters and making choices that shape the narrative.

Chapter 4: Designing Immersive Worlds

* Explains how to create game worlds that evoke a sense of place and atmosphere.
* Covers topics such as level design, lighting, and sound design.
* Example: An open-world exploration game where players traverse a vast and detailed landscape with realistic weather effects and ambient sounds.

Chapter 5: The Mechanics of Challenge and Reward

* Examines the psychology of challenge and reward in game design.
* Discusses how to create engaging challenges, provide meaningful rewards, and encourage player progression.
* Example: A platformer game where players overcome obstacles (challenges) and collect coins (rewards) to progress through levels.

Chapter 6: Creating a Sense of Community

* Explores the importance of fostering a sense of community among players.
* Discusses social features, player-generated content, and community events.
* Example: A multiplayer game where players form teams, share resources, and compete against each other in online matches.

Chapter 7: The Business of Game Design

* Introduces the business aspects of game design, including budgeting, marketing, and distribution.
* Explains the different types of game companies and career paths.
* Example: A team of game designers brainstorming ideas for a new game while considering market trends and potential revenue models.

Chapter 8: The Art of Prototyping

* Emphasizes the value of prototyping in game design to test concepts, gather feedback, and refine ideas.
* Covers different prototyping techniques, from paper and pencil to playable builds.
* Example: A game designer using a prototype to experiment with different character abilities and level layouts.

Chapter 9: Iteration and Playtesting

* Explores the iterative nature of game design, involving multiple rounds of testing and feedback.
* Discusses methods for gathering player feedback, including user testing and focus groups.
* Example: A game development team conducting playtesting sessions to collect data on player experience, identify bugs, and make improvements.

Chapter 10: Conclusion: The Future of Game Design

* Summarizes the key takeaways from the book and discusses the future of game design.
* Explores emerging technologies and trends, such as virtual reality, machine learning, and accessibility.
* Example: A game designer researching how to incorporate artificial intelligence to create more dynamic and personalized game experiences.

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