Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Interactivity in Ico: initial involvement, immersion, investment
ICEC '03 Proceedings of the second international conference on Entertainment computing
Spatial principles of level-design in multi-player first-person shooters
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A new approach on wearable game design and its evaluation
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Creative Uses of Software Errors: Glitches and Cheats
Social Science Computer Review
EATIS '07 Proceedings of the 2007 Euro American conference on Telematics and information systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playability in action videogames: a qualitative design model
Human-Computer Interaction
Easy to use and incredibly difficult: on the mythical border between interface and gameplay
Proceedings of the 4th International Conference on Foundations of Digital Games
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Computer game design and the imaginative play of young children
Proceedings of the 8th International Conference on Interaction Design and Children
Exploring user experiences as predictors of MMORPG addiction
Computers & Education
Analyzing spatial user behavior in computer games using geographic information systems
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Towards gameplay analysis via gameplay metrics
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Simulation as a game design tool
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
Playing with words: from intuition to evaluation of game dialogue interfaces
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
Designing heterogeneous embedded network-on-chip platforms with users in mind
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Is agility out there?: agile practices in game development
Proceedings of the 28th ACM International Conference on Design of Communication
International Journal of Computer Games Technology
Fantasies in narration: narrating the requirements of children in mobile gaming design
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Proceedings of the 16th International Conference on 3D Web Technology
A visual language for the creation of narrative educational games
Journal of Visual Languages and Computing
The explanatory power of playability heuristics
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Wizard of Wii: toward understanding player experience in first person games with 3D gestures
Proceedings of the 6th International Conference on Foundations of Digital Games
Plot clusters – intertwined and re-playable storyline components in a multiplayer RPG
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
A dual-mode user interface for accessing 3D content on the world wide web
Proceedings of the 21st international conference on World Wide Web
The reality of friendship within immersive virtual worlds
Ethics and Information Technology
Educational Games and IT Professionals: Perspectives from the Field
International Journal of Human Capital and Information Technology Professionals
The Design of Virtual Space: Lessons from Videogame Travel
International Journal of Gaming and Computer-Mediated Simulations
On the design of a Dual-Mode User Interface for accessing 3D content on the World Wide Web
International Journal of Human-Computer Studies
Child-centered game development (CCGD): developing games with children at school
Personal and Ubiquitous Computing
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From the Publisher:One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames. Follow the entire game development process, from brainstorming a game idea, establishing the focus, and determining the storytelling mode to getting the gameplay working, documenting the design, and playtesting. Learn the techniques of top game designers through in-depth interviews: Chris Crawford, Balance of Power, Eastern Front (1941) Ed Logg, Asteroids, Centipede, Gauntlet Jordan Mechner, Prince of Persia, Karateka, The Last Express Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg! Steve Meretzky, The Hitchhiker's Guide to the Galaxy, Planetfall Will Wright, SimCity, The Sims Understand the elements that make a game successful through detailed analysis of Centipede, Tetris, Loom, Myth: The Fallen Lords, and The Sims. Find out how to most effectively document your game ideas, including the use of the focus, design document, story bible, script, and technical specification. A complete sample design document in the appendix illustrates the principles of good gamedevelopment documentation. Author Biography: Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software. Among his credits are Centipede 3D, Odyssey: The Legend of Nemesis, Damage Incorporated, and the PlayStation 2 version of Drakan. Rouse has written extensively about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Gamasutra, and Inside Mac Games. END.