Why We Design Games
Frameworks from Indie to AAA
Seiten
2026
CRC Press (Verlag)
978-1-138-80882-9 (ISBN)
CRC Press (Verlag)
978-1-138-80882-9 (ISBN)
An exploration of game designer experiences from around the world, exploring indie games, games for change, short form, AAA and more. Intended to examine the human component in game design and the motivation behind individual designers. A series of illustrative frameworks for game design through first person narratives based on a combination of ADDIE and design based research are formed. Lessons behind the parts of game design that designers and students never see are highlighted, from mundane details to questioning the underlying motivation behind why we design games. Each game designer includes sketches of their game design process, covering process across genres and experience levels.
Key Features
1. First person narrative is used to describe how and why game designers do what they do.
2. These narratives form a series of illustrative frameworks based on a combination of ADDIE and design based research.
3. The lessons learned behind the parts of the game design that researchers and the public never see will be highlighted based on the importance each designer places on specific aspects of the design process.
4. Designer sketches of their game design process are included so that the reader can see how game design is similar and different across genres and experience levels.
Key Features
1. First person narrative is used to describe how and why game designers do what they do.
2. These narratives form a series of illustrative frameworks based on a combination of ADDIE and design based research.
3. The lessons learned behind the parts of the game design that researchers and the public never see will be highlighted based on the importance each designer places on specific aspects of the design process.
4. Designer sketches of their game design process are included so that the reader can see how game design is similar and different across genres and experience levels.
Dr. Dana Ruggiero is a Senior Lecturer in Learning Technology in the School of Education at Bath Spa University. Involved in research initiatives from various European research institutes. In addition to speaking at international conferences and publishing in peer-reviewed journals she is editing a book on societal effects of persuasive games.
Foreword
Preface
Introduction
Part 1-The Basement.
Part 2-The Collective, the University, the Jam
Part 3-Serious by Design
Part 4-Triple A
Part 5- To Indie and Beyond
Part 6-Next
Erscheint lt. Verlag | 5.1.2026 |
---|---|
Zusatzinfo | 30 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-138-80882-2 / 1138808822 |
ISBN-13 | 978-1-138-80882-9 / 9781138808829 |
Zustand | Neuware |
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