Use coupon code “SUMMER20” for a 20% discount on all items! Valid until 2024-08-31

Site Logo
Search Suggestions

      Royal Mail  express delivery to UK destinations

      Regular sales and promotions

      Stock updates every 20 minutes!

      Games, Design and Play: A detailed approach to iterative game design

      10 in stock

      Firm sale: non returnable item
      SKU 9780134392073 Categories ,
      Select Guide Rating
      This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game desig...

      £36.99

      Buy new:

      Delivery: UK delivery Only. Usually dispatched in 1-2 working days.

      Shipping costs: All shipping costs calculated in the cart or during the checkout process.

      Standard service (normally 2-3 working days): 48hr Tracked service.

      Premium service (next working day): 24hr Tracked service – signature service included.

      Royal mail: 24 & 48hr Tracked: Trackable items weighing up to 20kg are tracked to door and are inclusive of text and email with ‘Leave in Safe Place’ options, but are non-signature services. Examples of service expected: Standard 48hr service – if ordered before 3pm on Thursday then expected delivery would be on Saturday. If Premium 24hr service used, then expected delivery would be Friday.

      Signature Service: This service is only available for tracked items.

      Leave in Safe Place: This option is available at no additional charge for tracked services.

      Description

      Product ID:9780134392073
      Product Form:Paperback / softback
      Country of Manufacture:US
      Series:Game Design
      Title:Games, Design and Play
      Subtitle:A detailed approach to iterative game design
      Authors:Author: Colleen Macklin, John Sharp
      Page Count:288
      Subjects:Games development and programming, None, Games development and programming, Games development & programming
      Description:Select Guide Rating
      This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-colour examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.

      Focusing on practical details, this book guides you from idea to prototype to playtest and fully realised design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.

      Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.

      Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!

      Coverage includes:
      • Understanding core elements of play design: actions, goals, rules, objects, playspace, and players
      • Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context
      • Comparing types of play and player experiences
      • Considering the demands videogames make on players
      • Establishing a game’s design values
      • Creating design documents, schematics, and tracking spreadsheets
      • Collaborating in teams on a shared design vision
      • Brainstorming and conceptualising designs
      • Using prototypes to realise and playtest designs
      • Improving designs by making the most of playtesting feedback
      • Knowing when a design is ready for production
      • Learning the rules so you can break them!

      The play-focused, step-by-step guide to creating great game designs

      This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.

      Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.

      Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.

      Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!

      Coverage includes:

      • Understanding core elements of play design: actions, goals, rules, objects, playspace, and players
      • Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context
      • Comparing types of play and player experiences
      • Considering the demands videogames make on players
      • Establishing a game’s design values
      • Creating design documents, schematics, and tracking spreadsheets
      • Collaborating in teams on a shared design vision
      • Brainstorming and conceptualizing designs
      • Using prototypes to realize and playtest designs
      • Improving designs by making the most of playtesting feedback
      • Knowing when a design is ready for production
      • Learning the rules so you can break them!

      Imprint Name:Addison Wesley
      Publisher Name:Pearson Education (US)
      Country of Publication:GB
      Publishing Date:2016-06-28

      Additional information

      Weight438 g
      Dimensions229 × 180 × 16 mm