
Fundamentals of Game Design
Ernest Adams(Author)
New Riders (Publisher)
2nd Edition
Published on 24. September 2009
Book
Paperback/Softback
700 pages
978-0-321-64337-7 (ISBN)
Article exhausted; check for reprint
Description
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry's leading authorities, who offers a first-hand look into the process, from initial concept to final tuning.
Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You'll learn how to:
Define the challenges and actions at the heart of the gameplay.
Write a high-concept document, a treatment, and a full design script.
Understand the essentials of user interface design and how to define a game's look and feel.
Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone.
Construct a game's core mechanics and flow of resources (money, points, ammunition, and more).
Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds.
Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies.
Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players.
"Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I've seen for thinking about the relationships between core mechanics, gameplay, and player-one that I've found useful for both teaching and research." - Michael Mateas, University of California at Santa Cruz, co-creator of Facade
Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You'll learn how to:
Define the challenges and actions at the heart of the gameplay.
Write a high-concept document, a treatment, and a full design script.
Understand the essentials of user interface design and how to define a game's look and feel.
Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone.
Construct a game's core mechanics and flow of resources (money, points, ammunition, and more).
Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds.
Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies.
Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players.
"Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I've seen for thinking about the relationships between core mechanics, gameplay, and player-one that I've found useful for both teaching and research." - Michael Mateas, University of California at Santa Cruz, co-creator of Facade
More details
Edition
2nd edition
Language
English
Place of publication
United States
Publishing group
Pearson Education (US)
Target group
College/higher education
Dimensions
Height: 228 mm
Width: 190 mm
Thickness: 36 mm
Weight
1140 gr
ISBN-13
978-0-321-64337-7 (9780321643377)
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
Other editions
New editions

Ernest Adams
Fundamentals of Game Design
Book
01/2014
3rd Edition
New Riders
€63.99
Shipment within 10-20 days
Additional editions

Ernest Adams
Fundamentals of Game Design
E-Book
04/2010
2nd Edition
New Riders
from
€34.99
Available for download
Previous edition

Ernest Adams | Andrew Rollings
Fundamentals of Game Design
Book
12/2006
Pearson
€48.27
Article exhausted; check for reprint
Person
Ernest Adams (Normandy, U.K.) is an independent game designer, writer, and teacher. He has worked in the game industry for 20 years. Ernest was most recently employed as a lead designer at Bullfrog Productions on the Dungeon Keeper series, and for several years before that he was the audio/video producer on the Madden NFL Football product line for Electronic Arts. For the last ten years he has written a regular column on game design for the Gamasutra developers' webzine. He was the founder of the International Game Developers' Association, and is a frequent lecturer at conferences and arts festivals around the world. His professional web site is at http://www.designersnotebook.com.
Content
Introduction
PART ONE
THE ELEMENTS OF GAME DESIGN
1 Games and Video Games
2 Design Components and Processes
3 Game Concepts
4 Game Worlds
5 Creative and Expressive Play
6 Character Development
7 Storytelling and Narrative
8 User Interfaces
9 Gameplay
10 Core Mechanics
11 Game Balancing
12 General Principles of Level Design
PART TWO
THE GENRES OF GAMES
13 Action Games
14 Strategy Games
15 Role-Playing
16 Sports Games
17 Vehicle Simulations
18 Construction and Management Simulations
19 Adventure Games
20 Artifi cial Life and Puzzle Games
21 Online Gaming
A Designing to Appeal to Particular
Glossary
References
Index
PART ONE
THE ELEMENTS OF GAME DESIGN
1 Games and Video Games
2 Design Components and Processes
3 Game Concepts
4 Game Worlds
5 Creative and Expressive Play
6 Character Development
7 Storytelling and Narrative
8 User Interfaces
9 Gameplay
10 Core Mechanics
11 Game Balancing
12 General Principles of Level Design
PART TWO
THE GENRES OF GAMES
13 Action Games
14 Strategy Games
15 Role-Playing
16 Sports Games
17 Vehicle Simulations
18 Construction and Management Simulations
19 Adventure Games
20 Artifi cial Life and Puzzle Games
21 Online Gaming
A Designing to Appeal to Particular
Glossary
References
Index