- Paperback: 535 pages
- Publisher: A K Peters/CRC Press; 3 edition (March 7, 2014)
- Language: English
- ISBN-10: 1482217163
- ISBN-13: 978-1482217162
- Product Dimensions: 7.5 x 1.2 x 8.8 inches
- Shipping Weight: 1.8 pounds (View shipping rates and policies)
- Average Customer Review: 55 customer reviews
- Amazon Best Sellers Rank: #36,141 in Books (See Top 100 in Books)
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Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition 3rd Edition
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There is a newer edition of this item:
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"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
Top customer reviews
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For indies, it a great set of practical ideas to 'stress test' your design and to explore its edges for new opportunities in game play.
I highly recommend this book to anyone looking to learn more about game development, as a trade, and especially for anyone looking to do it as a profession.
There were so many things to love about this book, but three things really stand out in my mind as being particularly awesome:
1. The "Designer Perspective" sidebars (insight into how some famous game designers got started and some behind-the-scenes knowledge about the industry)
2. The focus on iterative-design (prototype and test early and often)
3. The Exercises (real application exercises that hold your hand through the development of games, and of yourself as a career designer)
There were basically only two things I *didn't* like about this book, and they are purely circumstantial.
The first thing is that this book is college-textbook dense. Seriously. The page-count is just shy of 450 pages, and each page is divided into two columns, with a relatively small font-size. It was a beast to get through. There were many times when finishing the book felt like a daunting task, particularly towards the end.
The second thing that I wished was different was that the book's focus changes almost completely to digital game development (video games). The first half of the book was about basic game development, and so it could apply to either tabletop games or digital games; but as the book progresses, it makes a clear shift towards digital game development.
Realistically, this is not surprising -- the video game industry is gigantic, with revenues exceeding Box Office sales, and it keeps growing. The market for tabletop games is vastly smaller, domestically, and although it enjoys a much larger market share in Europe, particularly Germany, it is still comparatively diminuitive. So this particular nitpick is purely arbitrary, on my part -- I don't begrudge the authors for their decision regarding the content.
Some of the "interviews" are disruptions the flow of the book and some are just not very interesting.
I think it's an OK read but only if the format is regular and not a PDF which makes it so much harder to get through.
I find Game Design Workshop easier to understand and the workflow the book presents is ideal for teaching.