This book offers many practical exercises aiming to improve your Game Design skills. Each of the 21 book chapters is dedicated to one particular topic: game design basis, atom structure of games, puzzles, balancing between skill and luck, serious games, storytelling, multiplayer... After an explanation of the topic, the book chapter presents 5 exercises, focused on "non-digital" game creation, thus allowing to quickly put into practice these concepts. It's a very interesting and unique
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Keywords : game design, examples, exercices
An excellent book about the design of games written by Jesse Schell, a game designer who worked on Disneyland attractions and on the kids MMO Toontown Online, among others. With over 500 book pages, the author details the different aspects of the professional game design process, and explain how a game designer can influence them: game design documents, mechanics, interface, characters, the "client" funding the game, player's emotions, the game designer's artistic motivation... Besides
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Keywords : game design, examples, in-depth, jesse schell, disney
The "deck of lenses" isn't a book, but a set of 100 cards that complete the book "The Art of Game Design: A Book of Lenses", by the same author. Each card represents one of the "lens" invented by Jesse Schell. A "lens" is a kind of "viewing angle" allowing the game designer to focus on a particular aspect of his game. These "lenses" are composed by a series of questions. For example, the "lens of judgement" makes the game d
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Keywords : jesse schell, game design tool, cards, lens
-= Presentation slides (in french) =- (Flash file - click inside the window to give it the keyboard focus,then use the left and right arrow keys to browse through the slides)
Keywords : fun, flow, patterns
Spinoff created from Game Classification, this website aims to gather and classify as many Serious Games as possible. Therefore, it relies on a classification model designed for Serious Games, the G/P/S model (Gameplay / Purpose / Scope). http://serious.gameclassification.com/ Publications related to this project Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Olivier Rampnoux "Origins of Serious Games" Minhua Ma, Andrea Oikonomou, Lakhmi C. Jain (eds.), « Serio
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Keywords : serious game, classification
If you want to read only one book about Game Design, it should be this one. With over 450 pages, this "Game Design Bible" will allow you to truly understand how to create games. Among other topics, this book deals in great details with prototyping, the structure of a game (formal elements, dramatic elements, system dynamic...) or the day-to-day activity of a professional Game Designer working in the industry. As a talented Game Design teacher, Tracy Fullerton offers here a level of tho
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Keywords : game design, study, examples, practical
Summary: This thesis is situated on the border of the Computer Science and the Social Sciences. It concerns the conception of Serious Games and their use within the context of targeted learning. By a Serious Game we mean a computer application, whose initial intention is to combine coherently the serious aspects (Serious) in a neither exhaustive nor exclusive manner, with instruction, learning, communication or further on information, assorted with the playing aspect of Video Games (Game).
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Keywords : serious game, gameplay, teaching