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Challenges for Game Designers 1st Edition
Purchase options and add-ons
- ISBN-10158450580X
- ISBN-13978-1584505808
- Edition1st
- PublisherCharles River Media
- Publication dateAugust 21, 2008
- LanguageEnglish
- Dimensions7.75 x 1 x 9.25 inches
- Print length352 pages
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Challenges for Games Designers: Non-Digital Exercises for Video Game DesignersMs Brenda L BrathwaitePaperback
Editorial Reviews
About the Author
Ian Schreiber has been in the industry for eight years, first as a programmer and then as a game designer. He has worked on five published game titles, including Playboy: the Mansion and the Nintendo DS version of Marvel Trading Card Game. He has also developed training/simulation games for two Fortune 500 companies. Ian has taught game design and development courses at Ohio University, Columbus State Community College, and Savannah College of Art and Design, and has mentored college students at those and several other universities. Ian is co-author of "Challenges for Game Designers."
Product details
- Publisher : Charles River Media; 1st edition (August 21, 2008)
- Language : English
- Paperback : 352 pages
- ISBN-10 : 158450580X
- ISBN-13 : 978-1584505808
- Item Weight : 1.33 pounds
- Dimensions : 7.75 x 1 x 9.25 inches
- Best Sellers Rank: #1,310,922 in Books (See Top 100 in Books)
- #301 in Computer & Video Game Design
- #779 in Game Programming
- #4,376 in Computer Software (Books)
- Customer Reviews:
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As mentioned those wishing to work in teams within the industry - this book REALLY makes sense for those helping teams with "outside the box" thinking. I am still reading it alone though, and find no problems gaining helpful knowledge from the ideas set forth and doing the challenges alone (for us small town folk :P).
It has really been a lot of fun approaching this solo and it's hard to come up with balancing out ideas presented in the book. I think anyone could read it and skim through the game ideas thinking about what might work, but really making the suggested prototypes at least on paper would help readers get the most from this book. I would have paid more for such an excellent, helpful book.
The challenges within the book are definitely present because it's almost 100% likely that you have not tried to come up with prototypes or games for every type of idea mentioned.
If you are going at this alone I encourage you as a fellow reader to try out the strategies and see what you come up with. The team creating this book did an excellent job, the book does exactly what it says and more. If you're brand new to games the first 35 pages or so will get you up to speed on what to start thinking about.... if you have been in game design a while you might skip ahead to the good stuff (i.e. the excellent challenges set forth, but those first pages give the point of view of the book and set up the rest well).
This book is a must buy for anyone wanting to get into making video games.
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 [...].
I thank the author for writing this book. It is GREAT!





