A Playcentric Approach to Creating Innovative Games
Tracy Fullerton

#Game
#Game_Design
#game_designer
#engaging_game
کتاب Game Design Workshop (ویرایش پنجم) اثری از تریسی فولرتون است که به طراحی بازی از یک رویکرد تمرینمحور و غیر فنی میپردازد. این کتاب بدون نیاز به تجربه در برنامهنویسی یا طراحی هنری، مفاهیم طراحی بازی را توضیح میدهد.
تریسی فولرتون یک طراح بازی برجسته و استاد دانشگاه با بیش از ۳۰ سال تجربه در این حوزه است. او جوایز متعددی مانند Games for Change Game of the Year را برای بازی مستقل خود Walden, a game دریافت کرده و مدیر مؤسس برنامه USC Games است که یکی از برترین دورههای طراحی بازی در آمریکای شمالی محسوب میشود.
“Create the digital games you love to play.”
Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.
Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.
This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.
Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Table of Contents
Part 1: Game Design Basics
Chapter 1: The Role of the Game Designer
Chapter 2: The Structure of Games
Chapter 3: Working with Formal Elements
Chapter 4: Working with Dramatic Elements
Chapter 5: Working with System Dynamics
Part 2: Designing a Game
Chapter 6: Ideation
Chapter 7: Prototyping
Chapter 8: Digital Prototyping
Chapter 9: Playtesting
Chapter 10: Functionality, Completeness, and Balance
Chapter 11: Fun and Accessibility
Part 3: Working as a Game Designer
Chapter 12: Team Structures
Chapter 13: Stages and Methods of Development
Chapter 14: Communicating Your Designs
Chapter 15: Understanding the New Game Industry
Chapter 16: Selling Yourself and Your Ideas to the Game Industry
“This book offers a thoughtful and comprehensive look at the field of game design. I’m particularly impressed with the way Tracy has managed to integrate the viewpoints and comments of so many diverse and notable designers with her own perceptive view of the state of the art.”
—Noah Falstein, former Chief Game Designer, Google
“This book does a great job illustrating how games are designed and developed by engaging readers to play along.”
—Drew Davidson, Director, Entertainment Technology Center, Carnegie Mellon University
“If you are considering becoming a professional game designer, you will find this book a reliable, intelligent, and compassionate guide. If you are already a professional game designer, you’ll find this book an inspiration.”
—Bernie DeKoven, deepfun.com and author of The Well-Played Game
“If you have ever wanted to design a video game, Game Design Workshop is the book you want.”
—Jesper Juul, video game theorist and designer, author of Half-Real
“Tracy Fullerton has combined her innate understanding and joy of games with her patient and objective experience as a scholar in this excellent book. She’ll make you a better game developer
with her clever exercises and concise prose. This is a must-have in the library of anyone serious about their games.”
—John Hight, SVP & General Manager, Warcraft Franchise at Blizzard Entertainment
“Game design is something of a black art. The trick to doing it well is retaining the black magic but training oneself to control it. There are a lot of books on game design out there, but Game Design Workshop is among the very few that develops a wizard rather than a drone.”
—Ian Bogost, Professor, Washington University, St. Louis and Co-Founder, Persuasive Games
About the Author
Tracy Fullerton is an award-winning game designer and educator with over 30 years of professional experience, including winning the Games for Change Game of the Year Award for her independent game Walden, a game. She has also been awarded the 2016 GDC Ambassador Award, the 2015 Games for Change Game Changer Award, and the IndieCade 2013 Trailblazer award for her pioneering work in the independent games community. Tracy is a Professor of Interactive Media & Games ad the USC School of Cinematic Arts and the founding Director (emeritus) of the USC Games Program, which has regularly been ranked the #1 game design program in North America by the Princeton Review.









