Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.

Key Features

Introduces a new methodology of game design that concentrates on moment-to-moment player experience

  • Provides practical design heuristics for designing playful situations in all types of games
  • Offers groundbreaking techniques for designing non-interactive play spaces
  • Teaches designers how to create games that function as performances
  • Provides a roadmap for the evolution of games as an art form.
  • Les mer

    Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.

    Les mer

    Ch 1 Epistemology. Ch 2 Constraints. Ch 3 Situations. Ch 4 Interactivity. Ch 5 Choices. Ch 6 Consequences. Ch 7 Anticipation. Ch 8 Goals. Ch 9 Perrformance. Ch 10 Narrative. Ch 11 Meaning.

    Produktdetaljer

    ISBN
    9781138305182
    Publisert
    2017-11-02
    Utgiver
    Taylor & Francis Ltd
    Vekt
    400 gr
    Høyde
    234 mm
    Bredde
    156 mm
    Aldersnivå
    P, 06
    Språk
    Product language
    Engelsk
    Format
    Product format
    Innbundet
    Antall sider
    119

    Forfatter

    Biografisk notat

    Brian Upton is 20-year veteran of the game industry.  He was one of the founders of Red Storm Entertainment where he designed the original Rainbow Six and Ghost Recon.  From 2002 to 2016 he worked as a senior game designer at Sony’s Santa Monica Studio, where he collaborated with external teams on innovative indie titles such as Fat Princess, Warhawk, Sorcery, Everybody Has Gone to the Rapture, Bound, and Here They Lie.  He currently is lead world designer at Tangent Games.