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Challenges for Game DesignersAugust 2008
Publisher:
  • Charles River Media, Inc.
  • P.O. Box 417 403 VFW Drive Rockland, MA
  • United States
ISBN:978-1-58450-580-8
Published:21 August 2008
Pages:
317
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Abstract

Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 non-digital shorts to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

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  5. Landers R, Auer E, Collmus A and Armstrong M (2018). Gamification Science, Its History and Future, Simulation and Gaming, 49:3, (315-337), Online publication date: 1-Jun-2018.
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  11. Lankoski P and Björk S Formal analysis of gameplay Game Research Methods, (23-35)
  12. Fay I The most important process for making great games Learning, Education and Games, (253-263)
  13. Richard G Designing for the audience Learning, Education and Games, (199-223)
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    Hendrikx M, Meijer S, Van Der Velden J and Iosup A (2013). Procedural content generation for games, ACM Transactions on Multimedia Computing, Communications, and Applications, 9:1, (1-22), Online publication date: 1-Feb-2013.
  15. Shiratuddin M and Wong K Game design considerations when using non-touch based natural user interface Transactions on Edutainment VIII, (35-45)
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    Bayliss J and Schwartz D Instructional design as game design Proceedings of the 4th International Conference on Foundations of Digital Games, (10-17)
Contributors
  • Rochester Institute of Technology

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