Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
A Pattern Approach to Interaction Design
A Pattern Approach to Interaction Design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Designing Interfaces
SOA Design Patterns
PLEX Cards: a source of inspiration when designing for playfulness
Proceedings of the 3rd International Conference on Fun and Games
A pattern language for sound design in games
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
An inspection on a deck for sound design in games
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
The art of game design: a book of lenses
The art of game design: a book of lenses
Informative sound design in video games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Dynamic enhancement of videogame soundscapes
Proceedings of the 8th Audio Mostly Conference
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In the context of an initiative to empower non-expert practitioners to perform sound design in games, we have been working on a collection of design patterns and in a deck of cards that function as tokens to those patterns. The deck serves both practitioners and researchers. Practitioners may appreciate a presentation of potential sound explorations in a format that is literally handy, with no need to be familiar with the formalism of design patterns. Researchers who are willing to evolve such patterns may explore the usage of cards as part of a setting designed to be auditable. This paper presents the results of a first experiment with the deck in a scenario of a game design session. The goal is to evidence information supporting foremost enhancements to the deck itself, to the process in which it has being explored and audited, and to the inscribed collection of patterns.