Industrial-Sized Deals Shop Men's Athletic Shoes Learn more nav_sap_SWP_6M_fly_beacon Adele egg_2015 Fire TV Stick Get Ready for the Winter Gifts Under $50 Amazon Gift Card Offer minions minions minions  Amazon Echo Starting at $84.99 Books Gift Guide Books Gift Guide Kindle Black Friday Deals BestoftheYear Outdoor Deals on Tikes

Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your email address or mobile phone number.

Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)

7 customer reviews
ISBN-13: 978-1578202225
ISBN-10: 1578202221
Why is ISBN important?
This bar-code number lets you verify that you're getting exactly the right version or edition of a book. The 13-digit and 10-digit formats both work.
Scan an ISBN with your phone
Use the Amazon App to scan ISBNs and compare prices.
Have one to sell? Sell on Amazon
Buy used
Condition: Used: Like New
Comment: Looks like new!
Access codes and supplements are not guaranteed with used items.
29 Used from $8.09
More Buying Choices
10 New from $29.99 29 Used from $8.09

Get Up to 80% Back Rent Textbooks

Editorial Reviews

About the Author

Tracy Fullerton, M.F.A., is a game designer, educator and writer with fifteen years of professional experience. She is currently an Assistant Professor in the Interactive Media Division of the USC School of Cinema-Television where she serves as Co-Director of the Electronic Arts Game Innovation Lab. Recent credits include faculty advisor for the award-winning student game Cloud, and game designer for The Night Journey a unique game/art project with media artist Bill Viola. Prior to joining the USC faculty, she was president and founder of the interactive television game developer, Spiderdance, Inc. Spiderdance's games included NBC's Weakest Link, MTV's webRIOT, The WB's No Boundaries, History Channel's History IQ, Sony Game Show Network's Inquizition and TBS's Cyber Bond. Before starting Spiderdance, Tracy was a founding member of the New York design firm R/GA Interactive. As a producer and creative director she created games and interactive products for clients including Sony, Intel, Microsoft, AdAge, Ticketmaster, Compaq, and Warner Bros. among many others.
The authors have designed dozens of games for Microsoft, Sony, Sega, Disney, Activision, Acclaim, Spectrum Holobyte, and others. Tracy Fullerton and Chris Swain teach game design at the USC School of Cinema-Television. Steve Hoffman founded game developer Lavamind, where he created simulation hits Gazillionaire and Zapitalism. In addition he was an executive with Sega in Japan, and CEO of developer, Spiderdance. Collectively, their work has received dozens of honors including Best Family/Board Game from the AIAS, IBC?s Nombre D?Or, and PC Computing?s Strategy Game of the Year

Hero Quick Promo
Holiday Deals in Kindle Books
Save up to 85% on more than 1,000 Kindle Books. These deals are valid until November 30, 2015. Learn more

Product Details

  • Series: Gama Network Series
  • Paperback: 480 pages
  • Publisher: CRC Press (February 2004)
  • Language: English
  • ISBN-10: 1578202221
  • ISBN-13: 978-1578202225
  • Product Dimensions: 8.5 x 6.1 x 1.2 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Best Sellers Rank: #1,425,095 in Books (See Top 100 in Books)

More About the Authors

Discover books, learn about writers, read author blogs, and more.

Customer Reviews

Most Helpful Customer Reviews

33 of 35 people found the following review helpful By John Matlock on April 13, 2005
Format: Paperback
Few people realize just how big a business digital gaming has become. Think of it this way: It's bigger than the domestic box office of the film industry. The amount of time spent playing games by young people now exceeds everything but television in time spent on entertainment. The main factor driving the development of the new extremely powerful computers is gaming, slower machines are capable of handling almost all office tasks.

The authors of this book have a great deal of experience in both designing games and teaching how to design games. This has given them an understanding of how beginning designers grasp the structured elements of games, common traps they fall into, and certain developmental exercises that help the student learn to make better games.

Note that this is not a programming manual, nor is it a graphics design manual. It is on game design. What are the characteristics that make a game, how can you prototype and play test the game without a horrendous programming expense, and finally some input on the game industry and how to decide on how you might like to be employeed in that industry.
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
10 of 10 people found the following review helpful By Frederick E. Watt IV on July 18, 2007
Format: Paperback
I consider this an excellent book on game design. As an amatuer board game and basic computer game designer, I found a lot of the material extremely useful in the *process* of coming up with a game from start to finish.

The chapter on prototyping did a great job in showing how to go ahead and create a prototype from a game idea, while keeping it simple and concentrating on the "core gameplay mechanism."

The chapter on "Playtesting" and "Functionality, Completeness, and Balance" builds on the prototype chapter by emphasizing the iterative nature of design where one go aheads and evaluates, tries new things, identify problems and keep evolving.

The next chapter following is maybe the most important chapter that discusses whether you game is fun, goes in to some theory of what makes a game fun, and relates various techniques of improving player's choices so as to make the game fun.

This is a great book that gives you the necessary tools to go ahead and be able to at the very least create a viable prototype of a game that is possibly fun and playable.
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
4 of 5 people found the following review helpful By W. Baars on June 3, 2006
Format: Paperback
This might be a good book for teachers looking for material in their classes gamedesign or gamedevelopment. It may also be a good book for selfstudy, if you have the discipline to do the exercises. You need to have played a lot of the classic videogames though, otherwise you might not be able to do the exercises, which are mostly about thinking about gamedesigns and making little designs or design alterations on existing games.
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
Format: Paperback
This is an amazing book that walks you through concepts, then presents practical work sessions to apply them. By the end you'll have a solid understanding of game design principles, and working prototypes for a few products of your own design. I highly recommend this book for people interested in traditional board/card game design.
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse