- Paperback: 352 pages
- Publisher: Charles River Media; 1 edition (August 21, 2008)
- Language: English
- ISBN-10: 158450580X
- ISBN-13: 978-1584505808
- Product Dimensions: 1 x 7.8 x 9.2 inches
- Shipping Weight: 1.4 pounds
- Average Customer Review: 4.7 out of 5 stars See all reviews (35 customer reviews)
- Amazon Best Sellers Rank: #128,647 in Books (See Top 100 in Books)
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.
To get the free app, enter your mobile phone number.
Challenges for Game Designers 1st Edition
Use the Amazon App to scan ISBNs and compare prices.
See the Best Books of the Month
Want to know our Editors' picks for the best books of the month? Browse Best Books of the Month, featuring our favorite new books in more than a dozen categories.
Customers who bought this item also bought
Customers who viewed this item also viewed
Introduction BUILDING BLOCKS Chapter 1: The Basics Chapter 2: Mechanics & Dynamics Chapter 3: Puzzle Design Chapter 4: Converting Digital to Physical WRITING GAME CONCEPTS Chapter 5: Working with Licenses and IP Chapter 6: Creating Sequels Chapter 7: Targeting a Market Chapter 8: Learning an Unfamiliar Genre Chapter 9: Designing a Game to Tell a Story THE DICE VS. THE BRAIN Chapter 10: Elements of Chance Chapter 11: Elements of Skill Chapter 12: Balancing Challenge and Skill ADDITIVE AND SUBTRACTIVE DESIGN Chapter 13: Adding and Subtracting Mechanics Chapter 14: Technological Constraints Chapter 15: Incorporating New Assets Chapter 16: But Make it Multiplayer THE USER INTERFACE Chapter 17: Designing for a Special Controller Chapter 18: Creating a User Interface OFF THE BEATEN PATH Chapter 19: Games as Artistic Statements Chapter 20: Games for Education/Teaching Chapter 21: Serious Games Chapter 22: Casual Games Chapter 23: Social Networking STUFF THAT FIT NOWHERE ELSE Chapter 24: You want me to do what?
About the Author
Brenda Brathwaite is an award-winning game designer, artist, writer, and creative director with 30 years of experience in the industry. Before founding Loot Drop, Brenda worked for a variety of game companies including Atari, Electronic Arts, Sir-tech Software, and numerous companies in the social games space. She has worked on many Facebook games, including Cloudforest Expedition, Ravenwood Fair, Critter Island, SuperPoke Pets!, SPP Ranch, Garden Life, Rock Riot, and Top Fish. Brenda served on the board of the International Game Developers Association (IGDA) and presently chairs the IGDA's Women in Games Special Interest group. Brenda was named Woman of the Year by Charisma+2 Magazine in 2010 and also was a nominee in Microsoft's 2010 Women in Games game design awards. In 2009, her game Train won the coveted Vanguard Award at IndieCade. She was named one of the top 20 most influential women in the game industry by Gamasutra.com in 2008 and one of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the 50 artists, actors, authors, activists, and icons who are making the world a more stimulating place.
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."
Browse award-winning titles. See more
If you are a seller for this product, would you like to suggest updates through seller support?
Top customer reviews
This book is a must buy for anyone wanting to get into making video games.
I thank the author for writing this book. It is GREAT!
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 [...].
As an amateur game designer, this was the right book for me.