In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it.
In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it.
Michael Sellers is Director of the Game Design program and a Professor of Practice at Indiana University in Bloomington, Indiana. Sellers has worked as a professional game designer since 1994, with a focus on designing social, mobile, and massively multiplayer online games (MMOs). He has started and run three successful game studios and has also worked for notable game developers such as 3DO, Electronic Arts, Kabam, and Rumble Entertainment as a lead designer, executive producer, general manager, and creative director. His first commercial game was the award-winning Meridian 59, the first 3D MMO, released in 1996. He was also the lead designer on The Sims 2, Ultima Online, Holiday Village, Blastron, and Realm of the Mad God, among other games. In addition to his work in games, Sellers has conducted and published original research in artificial intelligence. His AI research, partly funded by the U.S. Defense Advanced Research Projects Agency (DARPA), focuses on “social artificial intelligence”–creating agents that behave plausibly in social situations. As part of this effort, Sellers has published groundbreaking work on enabling artificially intelligent agents to learn, form social relationships, and have and express emotions based on a unifying psychological architecture. Sellers has a BS in cognitive science. In addition to working on games and AI, he has worked as a software engineer, user interface designer, RPG miniatures sculptor, and briefly as a circus roustabout and movie extra. He has a Bacon number of 2 and hopes someday to have an Erdos number.
Inhaltsangabe
Introduction Part I: Foundations Chapter 1 Foundations of Systems Chapter 2 Defining Systems Chapter 3 Foundations of Games and Game Design Chapter 4 Interactivity and Fun Part II: Principles Chapter 5 Working as a Systemic Game Designer Chapter 6 Designing the Whole Experience Chapter 7 Creating Game Loops Chapter 8 Defining Game Parts Part III: Practice Chapter 9 Game Balance Methods Chapter 10 Game Balance Practice Chapter 11 Working as a Team Chapter 12 Making Your Game Real Bibliography Index
Introduction Part I: Foundations Chapter 1 Foundations of Systems Chapter 2 Defining Systems Chapter 3 Foundations of Games and Game Design Chapter 4 Interactivity and Fun Part II: Principles Chapter 5 Working as a Systemic Game Designer Chapter 6 Designing the Whole Experience Chapter 7 Creating Game Loops Chapter 8 Defining Game Parts Part III: Practice Chapter 9 Game Balance Methods Chapter 10 Game Balance Practice Chapter 11 Working as a Team Chapter 12 Making Your Game Real Bibliography Index
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