Designing Games: A Guide to Engineering Experiences

· "O'Reilly Media, Inc."
4.3
56 reviews
Ebook
416
Pages
Eligible

About this ebook

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.

In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.

  • Create game mechanics to trigger a range of emotions and provide a variety of play
  • Explore several options for combining narrative with interactivity
  • Build interactions that let multiplayer gamers get into each otherâ??s heads
  • Motivate players through rewards that align with the rest of the game
  • Establish a metaphor vocabulary to help players learn which design aspects are game mechanics
  • Plan, test, and analyze your design through iteration rather than deciding everything up front
  • Learn how your gameâ??s market positioning will affect your design

Ratings and reviews

4.3
56 reviews
geldonyetich
August 29, 2021
When I first picked up the physical copy of this book, I was hoping Sylvester would be telling us about designing virtual worlds. Then the opening chapter informed me that fun in games is derived from emotionally manipulating the players. That's not the kind of game I want to play or make, so I rejected the book. Years later, I finally made the time to skim the rest of it in digital form, and found a long lecture about many general concepts of game design. It's not a bad rundown, there is a surprising amount of breadth here based on perfectly reasonable conclusions. But, as he says at the end of the book, "This is a book of models and hypotheses, not realities and truths." Much like typecasting games as emotional manipulation apparatus was technically accurate but not fully representative of all games, everything Sylvester lays out here is just one way of looking at it. Its authorative tone works against it somewhat, sounding like the realities and truths he warns us this isn't.
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Kyle Bauer
January 6, 2024
I'm trying to formulate my lifetime passion as a player into a career developing games and this is the single most important resource I've found. Tynan, you're a gamedev hero dude.
15 people found this review helpful
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Victor Costan
March 27, 2013
This is a great overview of what it takes to design a game. It covers a lot of ground and is very well thought-out. I think the perspective it game me will be useful while I read about specialized topics such as story development and game mechanics.
16 people found this review helpful
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About the author

Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games’ 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website. Tynan believes that much of what we think of game design grows from the metaphors we use to describe it. He likes to work at finding metaphors that create useful answers instead of deadly assumptions. He also enjoys bacon and prefers Picard to Kirk. Tynan's game design blog is at tynansylvester.com. He likes talking to people, so go ahead and post a comment or email him at tynan.sylvester@gmail.com.

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