BYTE - Lecture notes in computer science Vol. 174
A personal view of the personal work station: some firsts in the Fifties
HPW '86 Proceedings of the ACM Conference on The history of personal workstations
Design environments for constructive and argumentative design
CHI '89 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Contextual design: an emergent view of system design
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Numerical control: making a new technology
Numerical control: making a new technology
SURFACES FOR COMPUTER-AIDED DESIGN OF SPACE FORMS
SURFACES FOR COMPUTER-AIDED DESIGN OF SPACE FORMS
Chris Crawford on Game Design
An interactive game-design assistant
Proceedings of the 13th international conference on Intelligent user interfaces
Gestalt programming: a new concept in automatic programming
AIEE-IRE '56 (Western) Papers presented at the February 7-9, 1956, joint ACM-AIEE-IRE western computer conference
Fundamentals of Game Design
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Designing videogames involves weaving together systems of rules, called game mechanics, which support and structure compelling player experiences. Thus a significant portion of game design involves reasoning about the effects of different potential game mechanics on player experience. Unlike some design fields, such as architecture and mechanical design, that have CAD tools to support designers in reasoning about and visualizing designs, game designers have no tools for reasoning about and visualizing systems of game mechanics. In this paper we perform a requirements analysis for design-support tool for game design. We develop a proposal in two phases. First, we review the design-support-system and game-design literatures to arrive at a plausible system that helps designers reason about game mechanics and gameplay. We then refine these requirements in a study of three teams of game designers, investigating their current design problems and gauging interest in our tool proposals and reactions to prototype tools. Our study finds that a game design assistant that is able to formally reason about abstract game mechanics would provide significant leverage to designers during multiple stages of the design process.