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Challenges for Game Designers [Paperback]

Brenda Brathwaite (Author), Ian Schreiber (Author)
4.5 out of 5 stars  See all reviews (17 customer reviews)

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Book Description

158450580X 978-1584505808 August 21, 2008 1
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

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Product Details

  • Paperback: 317 pages
  • Publisher: Charles River Media; 1 edition (August 21, 2008)
  • Language: English
  • ISBN-10: 158450580X
  • ISBN-13: 978-1584505808
  • Product Dimensions: 9 x 7.3 x 1 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (17 customer reviews)
  • Amazon Best Sellers Rank: #82,263 in Books (See Top 100 in Books)

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Customer Reviews

17 Reviews
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16 of 16 people found the following review helpful:
5.0 out of 5 stars 5 Stars, January 5, 2009
This review is from: Challenges for Game Designers (Paperback)
Finally! A book that talks about HOW to become a good game designer instead of merely addressing WHAT game design is. Most of the game design textbooks I've read taught me a bunch of academic buzz words (ludology, emergent game play, etc.), but they didn't leave much in the way of practical application. Brathwaite and Schreiber cap each chapter with a series of game design challenges that let the reader put their new knowledge to the test with good old pen and paper.

I found these challenges really helpful. In fact, they got me in the right mindset for taking design tests with game companies. After interviewing with one company, I was asked to take their design test. Thanks to Challenges, I was comfortable working under all sorts of real-world constraints, from genre-specific/technological limitations to IP restraints. The company liked my test and invited me to more interviews! So as an aspiring game designer, I extend my highest recommendation for this book to those looking to expand their design portfolio and prepare themselves for breaking into the game industry.
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13 of 13 people found the following review helpful:
5.0 out of 5 stars Cheers for Challenges, January 5, 2009
This review is from: Challenges for Game Designers (Paperback)
Brathwaite and Schreiber's "Challenges" is a great introductory work for those starting to learn about game design, a helpful training tool for the intermediate designer, and a good candidate for a textbook for educators teaching design.

For the beginner, the book is clearly laid and approaches design from the very basics, giving a reader who possesses a zero knowledge base a solid grasp of the core concepts and processes of game design. The first two parts of the book cover individual topics of design chapter by chapter, walking the new designer through different elements of design, from incorporating elements of chance to playtestesting for balance. Even more importantly, the book takes a hands-on approach to design and requests that the reader try out their new-found knowledge by completing "Challenges" - short exercises found at the end of each of these chapters which ask the reader to build a game using a specific core concept. Each of these challenges require that the reader build a non-digital game, so even readers with no programming ability can quickly jump in and try out their new skills. Overall the book is written in a friendly, informative and professional manner, and should be on any beginner designer's must read list.

For the intermediate designer, the book has even more to offer. The afore mentioned Challenges are great tests for thinking about design in new and different ways, with the "Iron Designer" challenges offering an even more complex task. The latter half of the book discusses design from a more theoretical and professional approach, with topics ranging from games as art to working with an IP. The beginner may also find many of these discussions useful and informative, but some of the topics are definitely aimed towards those already in the professional industry.

Finally, the book even manages to cater towards the education and serious market, with topics dedicated to games as a learning, training and socializing tool. Teachers may find the book useful as a textbook because of its concise writing yet exhaustive depth and breadth, and many of the Challenges are well-suited for student assignments exactly as they are written. There is easily enough material for at least a semester's worth of study, and the book's low cost for content makes it more affordable for students and institutions than other volumes on the market.

This is possibly the best intro/intermediate design book I've read to date and can't recommend it highly enough to anyone interested at all in game design.
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8 of 9 people found the following review helpful:
5.0 out of 5 stars I "Thought" I was a Game Designer ..., September 19, 2009
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This review is from: Challenges for Game Designers (Paperback)
I really thought I knew something about designing games. Then I read Challenges for Game Designers.
Boy, did it open my eyes! First, Challenges for Game Designers cover the foundations by giving a useful definition of game design and explaining terms like "core dynamic", "prototype", "balance" and "playtesting".

Next, Challenges for Game Designers takes you through the game design process, first by examining what it refers to as Game Design Atoms, then dissecting elements of chance and skill. Finally, the book allows you to branch off into areas that interest you, whether it be marketing your game, creating games on social networks or creating games that tell a story.

At the end of each chapter, Challenges for Game Designers has five design challenges of increasing complexity and a section called Non-Digital Shorts, which are topics that foster brainstorming non-digital games.

Here is the best part. The authors created a fantastic course online (it was free during Summer 2009). The book was a requirement, so if you buy this book, you can get the most from it by reading it along with the course [...].
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
puzzle design, guitar hero, deer hunter, unfamiliar genre, deliverable concept, twitch mechanics, twitch skill, playable prototype, inciting moment, redesign the game, core mechanic, create the mechanics, twitch games, casual games, concept doc, screen mockups, classic card game, digital prototype, digital game, game designers, game components, one such game, game mechanics, game bits
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Suggested Process, Components Required Internet, Parking Wars, The Basics, Settlers of Catan, Game Design Atoms, Candy Land, The Gathering, User Interface, Deliverable Written, Mona Lisa, Teaching Tool, Deliverable Playable, Deliverable Complete, Diner Dash, Creating Sequels, Finding the Balance, The Sims, Reiner Knizia, Deliverable Board-game, Katamari Damacy, United States, Final Fantasy, Michelle Menard, Converting Digital
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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