Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Applying a phenomenological approach to games analysis: a case study
Simulation and Gaming - Symposium: Artifact assessment versus theory testing
Time-geographical design and analysis of user interaction in virtual environments
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Towards a taxonomy of perceived agency in narrative game-play
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Requirements analysis of presence: Insights from a RPG game
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Business games: algorithms for market data generation
MCBANTA'11 Proceedings of the 12th WSEAS international conference on Mathematics and computers in biology, business and acoustics
Purposeful by design?: a serious game design assessment framework
Proceedings of the International Conference on the Foundations of Digital Games
Suspending virtual disbelief: a perspective on narrative coherence
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
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From the Publisher:Everyone has their own idea of what good game design is, and this unique collection of articles provides a variety of different perspectives and ideas to consider in your designs. The articles are written by a diverse group of designers with varying levels of experience. Most of the key areas of game design are covered, and practical techniques and tools are included throughout. Each section begins with a broad overview of the topic and then includes a collection of ideas from other designers on how they think about or approach the subject.If you are just beginning in game design, you'll find useful information throughout the book, and if you're an experienced designer, you'll find new ideas to complement and compare with your own designs. Producers and managers will also benefit from the user community and managing a game development business sections.If you're interested in learning how other designers think about game design, you'll find plenty of great, and sometimes controversial, ideas to consider here!What you'll learn from this book:An overview of how to write effective game design documentsInsightful tips and techniques from a variety of game designersPractical ideas about game design theoryKey design issues for a variety of genres (e.g., turn-based games, multiplayer) and platforms (e.g., wireless, ITV)New ideas for character and story development, including screenwriting techniques for gamesUseful information on designing for different types of communities (e.g. online, female, children)Some of the key aspects of managing a game development business