
Introduction to Game Systems Design
Description
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Exploring the essentials of game design and its emerging subdisciplines
Asking the essential questions at the heart of all design
Getting started with modern game system design tools, including the spreadsheets most professionals now use
Creating systems and data from a blank page
Populating and quantifying a world of data into a game
Tuning and balancing game systems
Testing game systems and data
Leveraging communication, psychology, and rewards within your games
Balancing game probability within systems
Whether you're a college freshman entering a game design program, an indie developer using Unreal or Unity, a Dungeon Master, or anyone who wants to really understand modern games, this guide will help you get where you want to go.
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Person
Dax started in the video game industry in the late 1990s. During his tenure in the industry, Dax pioneered game system design at multiple independent and AAA studios, helping to refine and define the subdiscipline. In recent years, he has become a course director at Full Sail University, specializing in teaching new students the concepts and tools of the system designer. Dax has created new curriculum and multiple classes for system design students, and he teaches introduction to system design courses.
The following is a selection of Dax's game design credits:
Star Wars: Obi-Wan, System and level designer
Star Wars: Jedi Starfighter, System and level designer and QA liaison
Star Wars: Bounty Hunter: System and level designer
Gladius: System designer
Syphon Filter franchise: Lead designer and system designer
Spider Man 3: Lead system designer
Marvel Ultimate Alliance 2: Lead system designer
Guitar Hero franchise: System designer
In addition, Dax has been the studio lead system designer for Row Sham Bow Games and a system design consultant for multiple projects.
Content
Chapter 1 Games and Players: Defined 1
Chapter 2 Roles in the Game Industry 23
Chapter 3 Asking Questions 31
Chapter 4 System Design Tools 43
Chapter 5 Spreadsheet Basics 51
Chapter 6 Spreadsheet Functions 89
Chapter 7 Distilling Life into Systems 109
Chapter 8 Coming Up with Ideas 119
Chapter 9 Attributes: Creating and Quantifying Life 133
Chapter 10 Organizing Data in Spreadsheets 145
Chapter 11 Attribute Numbers 157
Chapter 12 System Design Foundations 169
Chapter 13 Range Balancing, Data Fulcrums, and Hierarchical Design 195
Chapter 14 Exponential Growth and Diminishing Returns 215
Chapter 15 Analyzing Game Data 229
Chapter 16 Macrosystems and Player Engagement 245
Chapter 17 Fine-Tuning Balance, Testing, and Problem Solving 257
Chapter 18 Systems Communication and Psychology 279
Chapter 19 Probability 291
Chapter 20 Next Steps 341
Index 345
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