100 Principles of Game Design
©2013 |New Riders |
©2013 |New Riders |
Written by a team of instructors at a top games school in the U.S., Game Design Principles is the first one-stop reference book for seasoned designers or beginning design students to turn to when the going gets tough, or any time they need a little inspiration to solve a problem.
These universal, general design principles are gleaned from fields as disparate as architecture, neuroscience, and marketing, and brought together and presented in ways game designers can apply directly to games. The book focuses on finite, individual principles rather than broader ideas and approaches. Richly designed with infographics, illustrations, and schematics, each principle is easy to understand and memorable.
Game Design Principles is specifically designed to itemize, describe, and explain the principles behind the process of designing video games.
Introduction - What is this book? How to use it.
Universal Principles For The Design Process
Design by committee
The 80/20 Rule
The four ways to be creative
Universal Principles For Game Creation
Operant conditioning - the Skinner Box
Rock Paper Scissors (game theory)
Volunteer’s Dilemma (game theory)
Memory games vs. Skill games
Theories of fun
Cognitive Biases - Anchoring Bias, Availability Bias, Confirmation Bias, Commision Bias
Motivation via: Food/Sex/Movement/Faces/Stories/Surprise
Universal Principles For Game Balancing
The “Strong Tie”
Universal Principles For Troubleshooting
Attention Vs. Perception
Seven Universal Emotions
This item is currently unavailable for purchase on our websites. Instructors, you may still place orders with your bookstore.
|Online purchase price||$184.50|
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Wendy Despain is a contract game designer, writer and teacher who has wide experience in games and viral media. Her credits include narrative designer on "Gardens of Time," named the Best Social Game of 2011 by GDC Online, and consultant on the design of Cartoon Network's successful MMO "Fusion Fall." Despain was also the lead designer andproducer on Alternative Reality Games (ARG's) for Gene Roddenbery's "Andromeda" and "Earth: Final Conflict," and served as writer and/or designer on a variety of children's games such as "Bratz: Forever Diamondz" and "Jakers! The Adventures of Piggley Winks." She runs her own consultancy called Quantum Content, works in association with International Hobo, and teaches online classes to game design students at Full Sail University.
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The work is protected by local and international copyright laws and is provided solely for the use of instructors in teaching their courses and assessing student learning.
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