Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
A pattern language for pattern writing
Pattern languages of program design 3
A Pattern Approach to Interaction Design
A Pattern Approach to Interaction Design
The Game Design Reader: A Rules of Play Anthology
The Game Design Reader: A Rules of Play Anthology
Designing Interfaces
Fundamentals of Game Design
Illuminati: the game of conspiracy: a close reading
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
User experience (UX) patterns for audio-visual networked applications: inspirations for design
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
The effect of closely-coupled interaction on player experience in casual games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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How can we help people design well-formed and innovative games? The design Patterns of Christopher Alexander is one methodology that has been proposed to assist in the design of well-formed artifacts. However, most work on gamedesign Patterns to date has opted either for "best practice" style Patterns - or for an alternative model of Patterns to support game innovation. This paper describes initial work to develop materials to help developers identify and formulate "best practice" game design Patterns - and to use the resulting Patterns as part of creating innovative games.