
Fundamentals of Game Design
Pearson (Publisher)
Published on 4. December 2006
Book
Paperback/Softback
720 pages
978-0-13-168747-9 (ISBN)
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Description
For courses in Fundamentals of Game Design for all video game developers and designers
With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
More details
Language
English
Place of publication
United States
Publishing group
Pearson Education (US)
Target group
Professional and scholarly
Dimensions
Height: 232 mm
Width: 194 mm
Thickness: 27 mm
Weight
1064 gr
ISBN-13
978-0-13-168747-9 (9780131687479)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
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Fundamentals of Game Design
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Ernest Adams
Fundamentals of Game Design
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Content
Preface Part One: The Elements of Game Design
1: Games and Videogames
2: The Design Process
3: Game Concepts
4: Game Worlds
5: Creative and Constructive Play
6: Character Development
7: Storytelling and Narrative
8: Creating the User Experience
9: Gameplay
10: The Internal Economy of Games
11: Game Balancing
12: General Principles of Level Design
Part Two: The Genres of Games
13: Action Games
14: Strategy Games
15: Role-Playing Games
16: Sports Games
17: Vehicle Simulations
18: Construction and Management Simulations
19: Adventure Games
20: Artificial Life, Puzzle Games, and Other Genres
21: Online Games
22: The Future of Gaming
Appendix A: Sample Design Documents
Glossary
References
1: Games and Videogames
2: The Design Process
3: Game Concepts
4: Game Worlds
5: Creative and Constructive Play
6: Character Development
7: Storytelling and Narrative
8: Creating the User Experience
9: Gameplay
10: The Internal Economy of Games
11: Game Balancing
12: General Principles of Level Design
Part Two: The Genres of Games
13: Action Games
14: Strategy Games
15: Role-Playing Games
16: Sports Games
17: Vehicle Simulations
18: Construction and Management Simulations
19: Adventure Games
20: Artificial Life, Puzzle Games, and Other Genres
21: Online Games
22: The Future of Gaming
Appendix A: Sample Design Documents
Glossary
References