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Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition 3rd Edition

4.3 out of 5 stars 25 customer reviews
ISBN-13: 978-1482217162
ISBN-10: 1482217163
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  • Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition
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Editorial Reviews

Review

"Game Design Workshop is a truly great book and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful, and inspiring to all kinds of game designers."
―Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California

"This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don’t radically alter the thing about the book that is great: a playcentric approach to game design."
―Colleen Macklin, Associate Professor, Parsons The New School for Design

"Tracy Fullerton’s Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing, and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use."
―Warren Spector, Creative Director, Junction Point Studios

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Product Details

  • Paperback: 535 pages
  • Publisher: A K Peters/CRC Press; 3 edition (March 5, 2014)
  • Language: English
  • ISBN-10: 1482217163
  • ISBN-13: 978-1482217162
  • Product Dimensions: 1 x 7.2 x 9 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (25 customer reviews)
  • Amazon Best Sellers Rank: #105,967 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By Maxwell Edison VINE VOICE on June 19, 2014
Format: Paperback Vine Customer Review of Free Product ( What's this? )
This would work great as a textbook in a game-design course. It covers a lot of territory and explains a lot of game-design elements in a clear way. I'm not interested in designing video games; I'm more interested in developing multiplayer board games and prop-based games. This book is great in that it is more about how to create game components and dynamics than coding or animation, although it touches on those elemtns, too. So it works for all sorts of games, including video games but it's not limited to them alone.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
Game Design Workshop is an amazing book. The author covers every aspect of game development in a manner that is thorough and informative. As I read this book, I felt as though my eyes were opened to some of the games I was playing at the time, I found myself comparing and contrasting approaches made by game designers in each of the game I played. Also, the author provides a great set of exercises that really help the reader apply the knowledge presented in the book. I should note that this is not a book on programming but rather it is a book about how to do the design of games which is something you will want to do before setting down to code anyway. I highly recommend this book to anyone who has a dream of making a video game.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
Tracy Fullerton's third edition of Game Design Workshop is not light, casual reading. Other reviewers have described it as a textbook, and it does have some of the makings of an academic tome (namely some of the language and the sheer concentration of information wedged between the covers), however the title says it perfectly: this is a workshop.

I think the best way to approach this volume is to read it and tackle the examples and actively workshop an idea rather than attempting to learn all of the steps needed to take an idea all the way through to production.

I am not a game designer, nor do I have aspirations of becoming one (or any of the other roles involved in producing a game). My son is into this stuff and often bounces ideas off of me. I thought Game Design Workshop would provide the guidance and resources so I can tutor him and guide him through fleshing out his ideas. This book is thorough and interesting and very detailed and an excellent resource and guide.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
I was happy when I found out that I was one of the people to be offered a review copy of this book. Game design is something I've been interested in for years. Which isn't surprising - games (video games in particular) are one of the fastest growing industries. You would be hard pressed to find someone under the age of 30 that hasn't played some sort of video games during their lifetime. And there are even many people older who play them (I'm 54). I was a teenager back in the 70's when the first Pong game came out, and have been playing video games ever since.

My first impression of this book was that it reminds me of another book that I read years ago; "Game Design: Secrets of the Sages" by Marc Saltzman. Except that book didn't have the workshop component that this book does. Like that that earlier book, this 'Game Design Workshop' includes a ton of content from people throughout the video game industry - from instructors, to designers, and publishers. And not just video games - other games are examined. For instance, there is a piece on the game 'Magic: The Gathering' by Richard Garfield. The interviews and profiles make for some interesting reading. I suggest if you can - download the Kindle sample and read the Acknowledgments page (XVII), its over two pages (double columns) of game designers, industry people, and educators who provided information for this book. I found when hunting that other book, that I also have a copy of the second edition of this Game Design Workshop.

This book is meant to be a textbook - either for someone learning on their own or for use in a classroom setting. There are exercises scattered throughout the chapters - the exercises range in complexity from simple reflections to actually conceptualizing a game and building it.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
I've been writing little video games ever since I made contact with Basic on those Apple IIs they had in my first typing class. I even have been toying with a little android game for a year or so, though it's nothing I would ever imagine selling. I think learning how to make an algorithm or programming language is actually the easiest part of the process. I've always struggled with how to get the game organized, creative, and interesting. It's those details that make all the difference.

This book is a frank guide to the real world of making and publishing games, using a systematic process where you learn techniques, test a few concepts, reengineer the game to make it fresh, effective, and fun, both for style and substance, and onward from there.

I found the highly readable book fascinating, cover to cover, and it was not unlike taking a class from an expert indie developer. It is quite a challenge to produce every stage in the production of a really good indie game, but it's something some people seem to be able to do over and over, and I think it's because they have a process similar to the one in this book.

If you have the knack and the interest, you are doing yourself a favor to read this book.
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