Part 1: Concepting.
The game is not the rules / James Ernest ; Play more games / Richard Garfield ;
Pacing gameplay: three-act structure just like God and Aristotle intended / Jeff Tidball ;
Metaphor vs. mechanics / Matt Forbeck ;
Whose game is it anyway? / Mike Selinker –
Part 2: Design.
How I design a game / Andrew Looney ;
Design intuitively / Rob Daviau ;
Come on in and stay a while: designing gateway games to create new gamers / Lisa Steenson ;
The most beautiful game mechanics / Mike Selinker ;
Strategy is luck / James Ernest ;
Let's make it interesting: designing gambling games / James Ernest --
Part 3: Development.
Developing dominion: what game development is all about / Dale Yu ;
Thinking exponentially: the tricky task of imbalancing collectible games / Paul Peterson ;
Stealing the fun / Dave Howell ;
Writing precise rules / Mike Selinker ;
It's not done till they say it's done: the who, what, where, when, and why of playtesting / Teeuwynn Woodruff --
Part 4: Presentation.
Amazing errors in prototyping / Steve Jackson ;
Everything you always wanted to know about prototypes (but were afraid to ask) / Dale Yu ;
Life's a pitch: how to license your game / Richard C. Levy ;
Getting your game published: the process from proposal to print / Michelle Nephew.
Access no. | Call number | Location | Status |
---|---|---|---|
00442/18 | 794 Sel K | Library - 7th Floor | Available |