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Chapter 1: The Role of the Game Designer
Exercise 1.1: Become a Tester
Exercise 1.2: D.O.A.
Exercise 1.3: Your Life as a Game
Exercise 1.4: Your Childhood
Chapter 2: The Structure of Games
Exercise 2.1: Think of a Game
Exercise 2.2: Players
Exercise 2.3: Objectives
Exercise 2.4: Rules
Exercise 2.5: Conflict
Exercise 2.6: Challenge
Exercise 2.7: Premise
Exercise 2.8: Story
Exercise 2.9: Applying What You've Learned
Chapter 3: Working with Formal Elements
Exercise 3.1: Gin Rummy
Exercise 3.2: Three-Player Tic-tac-toe
Exercise 3.4: Objectives
Exercise 3.5: Procedures for Blackjack
Exercise 3.6: Rules Restricting Actions
Exercise 3.7: Rules for Blackjack
Exercise 3.8: Utility and Scarcity
Exercise 3.9: Resource Types
Exercise 3.10: Conflict
Exercise 3.11: Boundaries
Exercise 3.12: Outcome
Exercise 3.13: Revise Rules and Procedures
Chapter 4: Working with Dramatic Elements
Exercise 4.1: Making Checkers Dramatic
Exercise 4.2: Dramatic Games
Exercise 4.3: Skills
Exercise 4.4: Goals and Feedback
Exercise 4.5: Player Types
Exercise 4.6: Premise
Exercise 4.7: Game Characters
Exercise 4.8: Story
Exercise 4.9: Plotting a Story, Part 1
Exercise 4.10: Plotting a Story, Part 2
Exercise 4.11: Plotting a Story, Part 3
Chapter 5: Working with System Dynamics
Exercise 5.1: Objects and Properties
Exercise 5.2: Behaviors
Exercise 5.3: Relationships
Exercise 5.4: System Dynamics
Exercise 5.6: Bartering Systems
Exercise 5.7: Hidden Information
Exercise 5.8: Information Structures
Exercise 5.9: Control
Chapter 6: Conceptualization
Exercise 6.1: Your Inspiration List
Exercise 6.2: Idea Fountain
Exercise 6.3: Organizing Your Brain
Exercise 6.4: Your Ideabase
Exercise 6.5: Growing an Idea Tree
Exercise 6.6: Research
Exercise 6.7: Do It
Exercise 6.8: Describe Your Game
Exercise 6.9: Write a Treatment
Chapter 7: Prototyping
Exercise 7.1: Modifying Your Prototype
Exercise 7.2: Movement and Shooting
Exercise 7.3: Build it Yourself
Exercise 7.4: Features
Exercise 7.5: Working Backwards
Exercise 7.6: Mapping a Level
Exercise 7.7: Designing Your Own Level
Exercise 7.8: Understanding Core Gameplay
Exercise 7.9: Prototype Your Own Game
Chapter 8: Playtesting
Exercise 8.1: Test it Yourself
Exercise 8.2: Test with Confidants
Exercise 8.3: Recruiting Playtesters
Exercise 8.4: Writing a Playtest Script
Exercise 8.5: Playtesting Your Game
Exercise 8.6: The Play Matrix
Exercise 8.7: Plotting Your Favorite Games
Exercise 8.8: Gathering Data
Exercise 8.9: Test Control Situations
Chapter 9: Functionality, Completeness, and Balance
Exercise 9.1: Testing for Functionality
Exercise 9.2: Testing for Completeness
Exercise 9.3: Spawn Camping
Exercise 9.4: Loopholes
Exercise 9.5: Game Variables
Exercise 9.6: Reinforcing Relationships
Exercise 9.7: Dominant Strategy
Exercise 9.8: Symmetrical versus Asymmetrical Games
Exercise 9.9: Asymmetrical Objectives
Exercise 9.10: Skill Levels
Exercise 9.11: Purity of Purpose
Exercise 9.12: Spreadsheets
Chapter 10: Fun and Accessibility
Exercise 10.1: Challenge and Play
Exercise 11.2: Decision Types
Exercise 10.3: Dilemmas
Exercise 10.4: Rewards
Exercise 10.5: Surprise
Exercise 10.6: Progress
Exercise 10.7: Endings
Exercise 10.8: Micromanagement
Exercise 10.9: Stagnation
Exercise 10.10: Usability Testing
Chapter 11: Controls and Interfaces
Exercise 11.1: Original Game Controls
Exercise 11.2: Control Design
Exercise 11.3: Viewpoint
Exercise 11.4: Metaphors
Exercise 11.5: Natural Mapping
Exercise 11.6: Grouping
Exercise 11.7: Feedback in Your Game
Exercise 11.8: Wireframes
Chapter 12: Team Structures
Exercise 12.1: Recruit a Team
Exercise 12.2: Marketing
Exercise 12.3: Usability Experience
Chapter 13: Stages of Development
Exercise 13.1: Goals
Exercise 13.2: Deliverables
Exercise 13.3: Schedule
Exercise 13.4: Budget
Exercise 13.5: Revise
Chapter 14: The Design Document
Exercise 14.1: Researching Design Documents
Exercise 14.2: Flowchart and Wireframes
Exercise 14.3: Table of Contents
Exercise 14.4: Fleshing Out Your Design Document
Chapter 15: Understanding the Game Industry
Exercise 15.1: Your Game's Genre
Exercise 15.2: The Right Publisher
Chapter 16: Selling Yourself and Your Ideas to the Game Industry
Exercise 16.1: Networking
Exercise 16.2: Follow-Up Letter
Exercise 16.3: Resume
Exercise 16.4: Internship
Exercise 16.5: Preparing Your Submission Materials
Exercise 16.6: Pitching
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Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)
ISBN: 1578202221
EAN: 2147483647
Year: 2003
Pages: 162
Authors:
Tracy Fullerton
,
Chris Swain
,
Steven Hoffman
BUY ON AMAZON
Qshell for iSeries
Scripting
Parameters and Variables, Defined
Grep
Java Development Tools
Appendix A Summary of Changes by Release
Introducing Microsoft Office InfoPath 2003 (Bpg-Other)
Understanding Form Technologies
Creating Forms
Validating Form Data
Connecting Forms to Databases
Navigating the InfoPath Object Model
Identifying and Managing Project Risk: Essential Tools for Failure-Proofing Your Project
Why Project Risk Management?
Planning for Risk Management
Identifying Project Scope Risk
Quantifying and Analyzing Activity Risks
Quantifying and Analyzing Project Risk
VBScript Programmers Reference
A Quick Introduction to Programming
Classes in VBScript (Writing Your Own COM Objects)
Server-Side Web Scripting
Appendix D Visual Basic Constants Supported in VBScript
Appendix G The Windows Script Host Object Model
C++ How to Program (5th Edition)
What Is a Computer?
Self-Review Exercises
Case Study: Class GradeBook Using an Array to Store Grades
Function Objects
Terminology
802.11 Wireless Networks: The Definitive Guide, Second Edition
OFDM PLCP
A Peek Ahead at 802.11n: MIMO-OFDM
Linux Wireless Extensions and Tools
Security Architecture
Ensuring Secrecy Through Encryption
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