->
Oreilly - Introduction to Game Design LiveLessons (Video Training) - 9780134049687
Oreilly - Introduction to Game Design LiveLessons (Video Training)
by | Released November 2014 | ISBN: 0134049683


OverviewIntroduction to Game Design LiveLessonsintroduces you to a play-based approach to game design through the creation of a video game from start to finish. Along the way, the lessons identify the primary characteristics of games and different strategies for creating them as well as the iterative game design process of conceptualizing, prototyping, playtesting and evaluating. DescriptionThis is a comprehensive overview of the game design process from start to finish. By following along, viewers learn the steps involved in coming up with a solid idea for a game, building different types of prototypes, methods for playtesting game prototypes and evaluating the results. The goal of this Livelesson is to provide viewers with all the tools needed to create innovative and exciting new games. Along the way, Macklin and Sharp cover a wide range of game genres and types as examples of a play-centric approach to making games, and delve into the reasons why they are successful.The source code repository for this LiveLesson can be found at www.informit.com/title/9780134051239. About the InstructorColleen Macklinis a game designer, an Associate Professor in the school of Art, Media and Technology at Parsons The New School for Design, where she has been teaching interaction and game design for over 20 years. Macklin is also founder and co-director of PETLab (Prototyping Education and Technology Lab), a lab that develops games for experimental learning and social engagement. PETLab projects include disaster preparedness games and sports with the Red Cross, the urban activist game Re:Activism and the physical/fiscal sport Budgetball. PETLab has also published game design curricula for the Boys & Girls Club. She is a member of the game design collective Local No. 12, best known for their social card game, the Metagame. Her work has been shown at Come Out and Play, UCLA Art|Sci Center, The Whitney Museum for American Art and Creative Time.John Sharpis a designer, art historian, curator and educator with over twenty five years of involvement in the creation and study of art and design. John's design work focuses on cultural games, artgames and non-digital games. His current research addresses game aesthetics, the history of play, and the creative process. John is the Associate Professor of Games and Learning at Parsons The New School for Design. Along with Colleen Macklin, John co-directs PETLab (Prototyping, Education and Technology Lab), a research group focused on games and their design as a form of social discourse. John has written in numerous publications. He is associate editor of ETC Press Well Played series and is co-editor of the forthcoming Pamphleteer Series, along with David Thomas. His recent curation work includes "Spacewar!: Video Games Blast Off at the Museum of the Moving Image" and co-curation of "XYZ: Alternative Voices in Game Design" at the Museum of Design Atlanta. John is a member of the game design collective Local No. 12 along with Colleen Macklin and Eric Zimmerman (Arts Professor, New York University Game Center), a company focused on finding play in cultural practices. Along with Peter Berry, John is a partner in Supercosm, where he focuses on interaction and game design for arts and education clients. Skill LevelAll LevelsBeginnerIntermediateAdvanced What You Will Learn· How to break down the elements of a game· The different tools designers use to create play experiences· The different kinds of play experiences· How to use a wide range of game design techniques· The game design process in detail Who Should Take This Course· Those interested in learning how to design games, and those with experience looking for a new approach to thinking about games. Course Requirementsn/a Table of ContentsPart 1: PrinciplesLesson 1: What is a Game? And What is Game Design?1.1 Understand the relationship between games and play1.2 Define the elements of games as play machines1.3 Use abstraction as a game design tool1.4 Use indirect actions as a game design tool1.5 Use storytelling as a game design tool1.6 Use decision-making and feedback as game design toolsLesson 2: The Kinds of Play2.1 Consider how games generate different kinds of play experiences2.2 Analyze competitive play2.3 Analyze cooperative play2.4 Analyze chance-based play2.5 Analyze whimsical play2.6 Analyze role-playing2.7 Analyze simulation-based play2.8 Think about the kinds of play as a game designerLesson 3: Designing Play Experiences3.1 Understand how design values guide a game's design3.2 Use player point of view and player perception as design values3.3 Use theme as a design value3.4 Use decision-making as a design value3.5 Use challenge as a design value3.6 Use chance and strategy as design values3.7 Analyze the role of context in game design3.8 Make design values the guideposts of game designPart 2: PracticeLesson 4: The Game Design Process4.1 Understand the iterative game design cycle4.2 Give form to your idea4.3 Prototype your game4.4 Playtest your game4.5 Evaluate your game4.6 Understand the art of the iterative cycleLesson 5: Conceptualizing your Game5.1 Generate ideas for your game5.2 Design your game around a certain kind of player response5.3 Use brainstorming techniques to come up with game ideas5.4 Bring your ideas into focusLesson 6: Prototyping your Game6.1 Understand the role of prototyping in the game design process6.2 Make paper prototypes of your game6.3 Make physical prototypes of your game6.4 Make digital prototypes of your game6.5 Turn your prototypes into designsLesson 7: Playtesting your Game7.1 Run internal playtests of your prototypes7.2 Prepare for an external playtest of your prototype7.3 Run an external playtest of your prototypeLesson 8: Evaluating your Game8.1 Review comments and observations from the playtest8.2 Identify the strengths of your prototype8.3 Identify the weaknesses of your prototype8.4 Brainstorm solutions for refining your gameLesson 9: Repeating the Iterative Cycle9.1 Think about game design as an iterative cycle9.2 Explore approaches to game prototyping9.3 Explore approaches to playtesting9.4 Document your prototypes and playtestsLesson 10: Moving from Iteration to Production10.1 Understand the relationship between iteration and production10.2 Understand how to know when you are done iterating10.3 Think through the basics of production10.4 Begin building excitement about your game About LiveLessons Video TrainingLiveLessons Video Training series publishes hundreds of hands-on, expert-led video tutorials covering a wide selection of technology topics designed to teach you the skills you need to succeed. This professional and personal technology video series features world-leading author instructors published by your trusted technology brands: Addison-Wesley, Cisco Press, IBM Press, Pearson IT Certification, Prentice Hall, Sams, and Que. Topics include: IT Certification, Programming, Web Development, Mobile Development, Home and Office Technologies, Business and Management, and more. View all LiveLessons on InformIT at: http://www.informit.com/livelessons Show and hide more
  1. Introduction
    • Introduction to Game Design LiveLessons: Introduction 00:05:12
  2. Lesson 1: What Is a Game?
    • Learning Objectives 00:01:19
    • 1.1 Understand the relationship between games and play 00:03:49
    • 1.2 Define the elements of games as play machines 00:09:29
    • 1.3 Use abstraction as a game design tool 00:06:13
    • 1.4 Use indirect actions as a game design tool 00:02:57
    • 1.5 Use storytelling as a game design tool 00:03:29
    • 1.6 Use decision-making and feedback as game design tools 00:03:39
  3. Lesson 2: The Kinds of Play
    • Learning Objectives 00:02:05
    • 2.1 Consider how games generate different kinds of play experiences 00:01:52
    • 2.2 Analyze competitive play 00:03:46
    • 2.3 Analyze cooperative play 00:03:07
    • 2.4 Analyze chance-based play 00:05:25
    • 2.5 Analyze whimsical play 00:02:40
    • 2.6 Analyze role-playing 00:05:41
    • 2.7 Analyze simulation-based play 00:03:33
    • 2.8 Think about the kinds of play as a game designer 00:01:47
  4. Lesson 3: Designing Play Experiences
    • Learning Objectives 00:02:08
    • 3.1 Understand how design values guide a game’s design 00:01:32
    • 3.2 Use player point of view and player perception as design values 00:07:20
    • 3.3 Use theme as a design value 00:05:03
    • 3.4 Use decision-making as a design value 00:04:06
    • 3.5 Use challenge as a design value 00:04:28
    • 3.6 Use chance and strategy as design values 00:04:28
    • 3.7 Analyze the role of context in game design 00:04:03
    • 3.8 Make design values the guideposts of game design 00:01:22
  5. Lesson 4: The Game Design Process
    • Learning Objectives 00:01:56
    • 4.1 Understand the iterative game design cycle 00:02:51
    • 4.2 Give form to your idea 00:02:36
    • 4.3 Prototype your game 00:03:47
    • 4.4 Playtest your game 00:04:22
    • 4.5 Evaluate your game 00:02:03
    • 4.6 Understand the art of the iterative cycle 00:01:05
  6. Lesson 5: Conceptualizing a Game
    • Learning Objectives 00:01:06
    • 5.1 Generate ideas for your game 00:02:46
    • 5.2 Design your game around a certain kind of player response 00:09:20
    • 5.3 Use brainstorming techniques to come up with game ideas 00:05:55
    • 5.4 Bring your ideas into focus 00:02:41
  7. Lesson 6: Prototyping your Game
    • Learning Objectives 00:01:07
    • 6.1 Understand the role of prototyping in the game design process 00:04:20
    • 6.2 Make paper prototypes of your game 00:04:16
    • 6.3 Make physical prototypes of your game 00:01:39
    • 6.4 Make digital prototypes of your game 00:06:41
    • 6.5 Turn your prototypes into designs 00:02:55
  8. Lesson 7: Playtesting Your Game
    • Learning Objectives 00:01:09
    • 7.1 Run internal playtests of your prototypes 00:06:16
    • 7.2 Prepare for an external playtest of your prototype 00:06:57
    • 7.3 Run an external playtest of your prototype 00:09:20
  9. Lesson 8: Evaluating your Game
    • Learning Objectives 00:01:26
    • 8.1 Review comments and observations from the playtest 00:00:58
    • 8.2 Identify the strengths of your prototype 00:01:31
    • 8.3 Identify the weaknesses of your prototype 00:02:23
    • 8.4 Brainstorm solutions for refining your game 00:07:12
  10. Lesson 9: Repeating the Cycle
    • Learning Objectives 00:01:12
    • 9.1 Think about game design as an iterative cycle 00:05:18
    • 9.2 Explore approaches to game prototyping 00:10:20
    • 9.3 Explore approaches to playtesting 00:06:38
    • 9.4 Document your prototypes and playtests 00:05:36
  11. Lesson 10: Moving from Iteration to Production
    • Learning Objectives 00:01:17
    • 10.1 Understand the relationship between iteration and production 00:01:56
    • 10.2 Understand how to know when you are done iterating 00:04:23
    • 10.3 Think through the basics of production 00:03:26
    • 10.4 Begin building excitement about your game 00:04:05
  12. Summary
    • Introduction to Game Design LiveLessons: Summary 00:02:44
  13. Show and hide more

    Oreilly - Introduction to Game Design LiveLessons (Video Training)

    9780134049687.introduction.to.game.OR.part1.rar

    9780134049687.introduction.to.game.OR.part2.rar


 TO MAC USERS: If RAR password doesn't work, use this archive program: 

RAR Expander 0.8.5 Beta 4  and extract password protected files without error.


 TO WIN USERS: If RAR password doesn't work, use this archive program: 

Latest Winrar  and extract password protected files without error.


 Coktum   |  

Information
Members of Guests cannot leave comments.




rss