Conducting a Virtual Orchestra
IEEE MultiMedia
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Building a Game Development Program
Computer
Filtering of analogue sticks on joypads for improved control precision
Future Play '07 Proceedings of the 2007 conference on Future Play
Bridging the gap: balancing faculty expectations and student realities in computer gaming courses
Future Play '07 Proceedings of the 2007 conference on Future Play
International Journal of Learning Technology
Two families: dynamical policy models in interactive storytelling
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A gameplay definition through videogame classification
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Keeping up appearances: interpretation of tangible artifact design
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
A requirements analysis for videogame design support tools
Proceedings of the 4th International Conference on Foundations of Digital Games
Design of educational multiplayer videogames: A vision from collaborative learning
Advances in Engineering Software
Real Time Cameras: A Guide for Game Designers and Developers
Real Time Cameras: A Guide for Game Designers and Developers
Molarcropolis: a mobile persuasive game to raise oral health and dental hygiene awareness
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Game-based learning and the role of feedback: a case study
Advanced Technology for Learning
Using alternate reality games to support language learning
WBE '08 Proceedings of the Seventh IASTED International Conference on Web-based Education
Ludoliteracy: defining understanding and supporting games education
Ludoliteracy: defining understanding and supporting games education
Looking for the heart of interactive media: reflections on video games' emotional expression
Proceedings of the 3rd International Conference on Fun and Games
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
A narrative-driven design approach for casual games with children
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Seek-n-Tag: a game for labeling and classifying virtual world objects
Proceedings of Graphics Interface 2010
The aesthetics of gameplay: a lexical approach
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Learning in Single-Versus Multiplayer Games: The More the Merrier?
Simulation and Gaming
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 Graphics Interface 2011
Heavy rain: how i learned to trust the designer
Well played 3.0
Generating story variants with constrained video recombination
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Exploring adolescent's STEM learning through scaffolded game design
Proceedings of the 6th International Conference on Foundations of Digital Games
From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games
Proceedings of the 6th International Conference on Foundations of Digital Games
A computational model of narrative conflict
Proceedings of the 6th International Conference on Foundations of Digital Games
Lessons in teaching game design
Proceedings of the 6th International Conference on Foundations of Digital Games
Deconstruction-reconstruction of computer game and immersive environment semiotics
EVA'09 Proceedings of the 2009 international conference on Electronic Visualisation and the Arts
Transactions on Edutainment VII
Simulation and Gaming
Validating a plan-based model of narrative conflict
Proceedings of the International Conference on the Foundations of Digital Games
An investigation of player to player character identification via personal pronouns
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Four quantitative metrics describing narrative conflict
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
Understanding gamification mechanisms for software development
Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering
Social Network Games: Players' Perspectives
Simulation and Gaming
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From the Publisher:Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!