The Pyramid of Game Design

The Pyramid of Game Design

Author: Nicholas Lovell

Publisher: CRC Press

Published: 2018-12-07

Total Pages: 303

ISBN-13: 0429815662

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Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.


The Art of Game Design

The Art of Game Design

Author: Jesse Schell

Publisher: CRC Press

Published: 2014-11-06

Total Pages: 604

ISBN-13: 1466598646

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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.


The F2P Toolbox

The F2P Toolbox

Author: Nicholas Lovell

Publisher: Gamesbrief

Published: 2014

Total Pages: 144

ISBN-13: 9780992982904

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54 of the most important and high-impact ideas in modern game design, presented in easy to understand summary cards and explained in full detail on the facing page. This is a practical book aimed at helping you to understand and implement F2P systems that will make your game profitable, successful and, most of all, fun. Perfect for those embarking on their first F2P project and experienced developers seeking to refine their techniques alike, The F2P Toolbox draws on years of experience of F2P games and businesses to give you no-nonsense advice and guidelines that will improve your business and delight your players.


Players Making Decisions

Players Making Decisions

Author: Zack Hiwiller

Publisher: New Riders

Published: 2015-12-09

Total Pages: 646

ISBN-13: 013439464X

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Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it


Game Feel

Game Feel

Author: Steve Swink

Publisher: CRC Press

Published: 2008-10-13

Total Pages: 377

ISBN-13: 1482267330

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"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe


Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

Author: Joshua Bycer

Publisher: CRC Press

Published: 2021-10-07

Total Pages: 145

ISBN-13: 1000451011

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The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.


The Curve

The Curve

Author: Nicholas Lovell

Publisher:

Published: 2014

Total Pages: 0

ISBN-13: 9780670923212

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'The curve' means accepting that millions of people now expect your product for free - because a small number of high spenders are enough to build a profitable business. In games, free is the norm, but some fans now spend thousands of dollars while playing a single title. That means the focus is no longer how many units you can sell. It is how you can satisfy those users who are happy to pay for things they value. 'The curve' shows you how to forge relationships with your biggest fans and sustain long-term success.


Developer Hegemony

Developer Hegemony

Author: Erik Dietrich

Publisher: BlogIntoBook.com

Published:

Total Pages: 430

ISBN-13:

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It’s been said that software is eating the planet. The modern economy—the world itself—relies on technology. Demand for the people who can produce it far outweighs the supply. So why do developers occupy largely subordinate roles in the corporate structure? Developer Hegemony explores the past, present, and future of the corporation and what it means for developers. While it outlines problems with the modern corporate structure, it’s ultimately a play-by-play of how to leave the corporate carnival and control your own destiny. And it’s an emboldening, specific vision of what software development looks like in the world of developer hegemony—one where developers band together into partner firms of “efficiencers,” finally able to command the pay, respect, and freedom that’s earned by solving problems no one else can. Developers, if you grow tired of being treated like geeks who can only be trusted to take orders and churn out code, consider this your call to arms. Bring about the autonomous future that’s rightfully yours. It’s time for developer hegemony.


Get Money

Get Money

Author: Kristin Wong

Publisher: Hachette Books

Published: 2018-03-27

Total Pages: 304

ISBN-13: 0316515639

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Learn how to live the life you want, not just the life you can afford in this highly engaging, step-by-step guide to winning at personal finance! Managing your money is like going to the dentist or standing in line at the DMV. Nobody wants to do it, but at some point, it's inevitable: you need to clean your teeth, renew your license, and manage your personal finances like a grown-up. Whether you're struggling to pay off student loan debt, ready to stop living paycheck to paycheck, or have finally accepted that your Beanie Baby collection will never pay off, tackling your finances may seem immensely intimidating. But it doesn't have to be. In fact, by approaching it as a game--or something that requires you to set clear goals, as well as face challenges you must "beat"--personal finance can not only be easy to understand, but it can also be fun! In Get Money, personal finance expert Kristin Wong shows you the exact steps to getting more money in your pocket without letting it rule your life. Through a series of challenges designed to boost your personal finance I.Q., interviews with other leading financial experts, and exercises tailored to help you achieve even your biggest goals, you'll learn valuable skills such as: Building a budget that (gasp) actually works Super-charging a debt payoff plan How to strategically hack your credit score Negotiating like a shark (or at least a piranha) Side-hustling to speed up your money goals Starting a lazy investment portfolio...and many more! Simply put, with this gamified guide to personal finance, you'll no longer stress about understanding how your finances work--you'll finally "get" money.