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Character-Driven Game Design

Author : Petri Lankoski
Publisher : Taik Books
Page : 184 pages
File Size : 29,30 MB
Release : 2011-05
Category :
ISBN : 9526000021

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How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.

Better Game Characters by Design

Author : Katherine Isbister
Publisher : CRC Press
Page : 443 pages
File Size : 26,62 MB
Release : 2022-04-29
Category : Art
ISBN : 1000688860

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Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Game Research Methods: An Overview

Author : Patri Lankoski
Publisher : Lulu.com
Page : 374 pages
File Size : 39,28 MB
Release : 2015
Category : Education
ISBN : 1312884738

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"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Sun of the Children

Author : Hue Vang
Publisher :
Page : 49 pages
File Size : 23,21 MB
Release : 2018
Category : Digital storytelling
ISBN :

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Sun of the Children is a 2D digital game that focuses on the issue of ludonarrative dissonance, a term coined by Clint Hocking that describes the disconnect between gameplay and story. This dissonance is present because of the use of cinematic cutscenes: verbal and written narration that are borrowed from film and literature to fill in the gaps of digital game storytelling that gameplay cannot clearly execute. By creating a new narrative model using ludonarrative mechanics, this exploratory creative thesis will implement and analyze devices such as detailed character animation states, responsive environments and qualitative game mechanics that arc in parallel with character development. By rejecting the use of cinematic cutscenes, verbal and/or textual storytelling, this project will further digital games' evolution toward integrated narrative experiences.

Virtual Character Design for Games and Interactive Media

Author : Robin James Stuart Sloan
Publisher : CRC Press
Page : 248 pages
File Size : 39,81 MB
Release : 2015-05-07
Category : Computers
ISBN : 1466598204

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While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more

Basics of Game Design

Author : Michael Moore
Publisher : CRC Press
Page : 378 pages
File Size : 19,23 MB
Release : 2016-04-19
Category : Computers
ISBN : 1439867763

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Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t

Character Design from the Ground Up

Author : Kevin Crossley
Publisher : Hachette UK
Page : 208 pages
File Size : 45,53 MB
Release : 2014-10-06
Category : Design
ISBN : 178157183X

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All stories have characters, and whether its a film, game, book, or comic, all characters need to be designed. Character design has become a distinct discipline in the entertainment industry, and character designers are employed by film and game companies across the globe to bring life to scripts and ideas. In this book, illustrator and character designer Kevin Crossley provides a complete overview of character design. Starting with the basics of materials, equipment, and sofware, Kevin will explain the processes professional character designers follow to develop characters for publishing, games, and film. From ideas and thumbnails, anatomy and reference, through effective drawing, 3D mock-ups and full turnarounds, Kev explains how a character designer works to achieve professional results.

Andrew Rollings and Ernest Adams on Game Design

Author : Andrew Rollings
Publisher : New Riders
Page : 652 pages
File Size : 22,53 MB
Release : 2003
Category : Business & Economics
ISBN : 9781592730018

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How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.

The Fundamentals of Tabletop Miniatures Game Design

Author : Glenn Ford
Publisher : CRC Press
Page : 252 pages
File Size : 41,3 MB
Release : 2024-11-19
Category : Computers
ISBN : 104016661X

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This book presents a much-needed framework for the critical examination of miniatures games and their design. It provides the reader with both a conceptual model for understanding how these games work as well as a toolbox of mechanical approaches to achieving a range of design outcomes and assessing the fit of any given approach within a specific design. Though dating back to the 1820s, tabletop miniatures games have been little explored critically and lack a conceptual vocabulary for their discussion. Active practitioners in the miniature games design community, Glenn Ford and Mike Hutchinson explore what defines these games, proposing the term ‘non-discrete miniatures games’ to encapsulate the essence of these open and immersive hobby gaming experiences. Discarding the term ‘wargame’, they argue against limiting conceptions of these games to direct armed conflict, and champion their diverse narrative potential. The book provides a fresh conceptual framework for miniatures games, abstracting the concepts of positioning and moving markers non-discretely across scale-modelled environments into inclusive and generalised terminology, untethering them from their roots as military simulations and providing the foundations for a fresh consideration of miniatures games design. Written for game designers, and with a foreword by Gav Thorpe, The Fundamentals of Tabletop Miniatures Game Design is a handbook for those that wish to design better miniatures games.

Introduction to Game Design, Prototyping, and Development

Author : Jeremy Gibson
Publisher : Pearson Education
Page : 944 pages
File Size : 49,48 MB
Release : 2015
Category : Computers
ISBN : 0321933168

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This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.