Patterns and computer game design innovation
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Girls, computer science, and games
ACM SIGCSE Bulletin
A requirements analysis for videogame design support tools
Proceedings of the 4th International Conference on Foundations of Digital Games
Game research, measuring gaming preferences
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Adding features of educational games for teaching physics
FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
Improving player spatial abilities for 3D challenges
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Analysis of level design 'push & pull' within 21 games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Comparison of playtesting and expert review methods in mobile game evaluation
Proceedings of the 3rd International Conference on Fun and Games
Design patterns to guide player movement in 3D games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Three-subagent adapting architecture for fighting videogames
PRICAI'10 Proceedings of the 11th Pacific Rim international conference on Trends in artificial intelligence
Streamlining domain analysis for digital games product lines
SPLC'10 Proceedings of the 14th international conference on Software product lines: going beyond
Embedded narrative in game design
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
The Haiti earthquake experience: a case study
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
Time and space in digital game storytelling
International Journal of Computer Games Technology
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Active learning with the CyberCIEGE video game
CSET'11 Proceedings of the 4th conference on Cyber security experimentation and test
Standardization of game based learning design
ICCSA'11 Proceedings of the 2011 international conference on Computational science and its applications - Volume Part IV
Designing and evaluating digital games for frail elderly persons
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Human factors in entertainment computing: designing for diversity
Proceedings of the 6th International Conference on Foundations of Digital Games
Effect of camera and object motion on visual load in 3d games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Intra-role progression in RBAC: an RPG-Like access control scheme
DPM'11 Proceedings of the 6th international conference, and 4th international conference on Data Privacy Management and Autonomous Spontaneus Security
Embodied narratives: a performative co-design technique
Proceedings of the Designing Interactive Systems Conference
Understanding player experience finding a usable model for game classification
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Game design considerations when using non-touch based natural user interface
Transactions on Edutainment VIII
DOGeometry: teaching geometry through play
Proceedings of the 4th International Conference on Fun and Games
Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference
Game design for older adults: effects of age-related changes on structural elements of digital games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The effectiveness and efficiency of model driven game design
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
ARobot: development of 3rd person shooting game and handheld augmented reality
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Effects of mobile gaming patterns on learning outcomes: a literature review
International Journal of Technology Enhanced Learning
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
Strategies to Teach Game Development Across Age Groups
International Journal of Gaming and Computer-Mediated Simulations
An annales school-based serious game creation framework for taiwanese indigenous cultural heritage
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Designing action-based exergames for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding handicapping for balancing exertion games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Creating and analyzing stereoscopic 3D graphical user interfaces in digital games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer
International Journal of Game-Based Learning
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Motivation during videogame play: analysing player experience in terms of cognitive action
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Exploring the role of activity in genre
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Adaptive difficulty in exergames for Parkinson's disease patients
Proceedings of Graphics Interface 2013
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industrys leading authorities, who offers a first-hand look into the process, from initial concept to final tuning.Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. Youll learn how to:Define the challenges and actions at the heart of the gameplay.Write a high-concept document, a treatment, and a full design script.Understand the essentials of user interface design and how to define a games look and feel.Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone.Construct a games core mechanics and flow of resources (money, points, ammunition, and more).Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds.Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies.Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework Ive seen for thinking about the relationships between core mechanics, gameplay, and playerone that Ive found useful for both teaching and research. Michael Mateas, University of California at Santa Cruz, co-creator of Faade