Tag: livro de gamedesign
Humble Book Bundle: Game Design and PuzzleCraft 2023
Mais uma campanha por parte da malta da Humble Bundle, desta vez vários livros para aprender a desenvolver jogos de tabuleiro e puzzles
“A gamesmith & puzzlecraft masterclass
Hone your board game and puzzle design acumen with this ebook bundle packed with wisdom from the minds behind some of the world’s most revered games! Puzzlecraft will provide you a profound understanding of this fascinating discipline, along with step-by-step instructions to create your own conundrums. In Think Like a Game Designer, you’ll get expert guidance on the steps required to turn your passion into a viable career. With Mindspaces, you’ll dive into a handcrafted collection of crossword puzzles designed as therapeutic exercises, along with a series of essays to draw out your creativity.”
da lista consta:
Think Like a Game Designer
Game Theory in the Age of Chaos
Letters to Margaret
The Edible Games Cookbook
Complete Kobold Guide to Game Design
Boardgames That Tell Stories 2
How to Run a Puzzle Hunt
Kobold Guide to Board Game Design DLC
Hamlet’s Hit Points
Letters to Margaret: You Can’t Make Up This Stuf
The Bones: Us and Our Dice
Kobold Guide to Board Game Design
Boardgames That Tell Stories 1
Intro to GMPuzzles
Lords of Vegas: How It’s Made and How It’s Played
Things We Think About Games
Mindspaces Physical Pre-Order Bonus
Mais um daqueles livros que é para ler, sendo que neste caso os trabalhos de investigação que constam no livro são as seguintes:
Introduction: Why Game Production Matters?
Hobbyist Game Making Between Self-Exploitation and SelfEmancipation
Self-Making and Game Making in the Future of Work
Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era
Intermediating the Everyday : Indie Game Development and the Labour of Co-Working Spaces
Game Developers Playing Games : Instrumental Play, Game Talk, and Preserving the Joy of Play
Game Development Live on Twitch : Observations of Practice and Educational Synergies
Unity Production: Capturing the Everyday Game Maker Market
More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development
How to Study Game Publishers: Activision Blizzard’s Corporate History
Who Creates Microtransactions : The Production Context of Video Game Monetization
Regulating In-Game Monetization : Implications of Regulation on Games Production
Promises of the Periphery : Producing Games in the Communist and Transformation-Era Czechoslovakia
Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry
The Development of Greater China’s Games Industry : From Copying to Imitation to Innovation
Before and After: Towards Inclusive Production Studies, Theories, and Methods
Este livro foi editado por Olli Sotamaa, Jan Svelch.
Existem outros deste grupo de trabalho que parecem ser também interessantes e que são:
Persuasive Gaming in Context (free)
Minor Platforms in Videogame History
Digital Gaming and the Advertising Landscape
Transnational Play Piracy, Urban Art, and Mobile Games
:) hoje é dia para divulgar por aqui livros, mais um: “Handmade pixels: independent video games and the quest for authenticity” de Jesper Juul
Acerca do livro:
“An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium.
Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium.
Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence.
Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn’t a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.”
Os conteúdos são:
High-Tech Low-Tech Authenticity: The Creation of Independent Style at the Independent Games Festival
A selective History of Independen Games
How to Make and Independent Games
The Aesthetics of the Aesthetics of the Aesthetics of Video Games
Whoe Cares If It’s a Game?
Conclusions: Independent Evermore
Aqui está um livro daqueles que gostava de testar: “Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0” dos autores Ariel Manzur e George Marques
Do programa do livro e em 24h faz parte:
Hour 1. Introducing the Godot Engine
Hour 2. Scene System
Hour 3. 2D Graphics
Hour 4. Scripting
Hour 5. Game 1: Space Shooter
Hour 6. More Scripting
Hour 7. Handling Input
Hour 8. Physics System
Hour 9. User Interface
Hour 10. Animation
Hour 11. Game Flow
Hour 12. File System
Hour 13. 3D Graphics
Hour 14. Project Management
Hour 15. Materials and Shaders
Hour 16. Lights and Shadows
Hour 17. Game 2: Bloxorz Clone
Hour 18. Environments
Hour 19. Sound
Hour 20. Particle System
Hour 21. Viewports and Canvas
Hour 22. Networking
Hour 23. Game 3: Networked Bomberman Clone
Hour 24. Exporting the Project
Hour 25. Native Code
Gostava de ter acesso a este livro “The Pyramid of Game Design” de Nicholas Lovell:
“Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.
In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it.
Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.
Design the player Session to keep players playing while being respectful of their time.
Accept that there are few fixed rules: just trade-offs with consequences.
Adopt Agile and Lean techniques to “learn what you need you learn” quickly
Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.
Adapt your marketing techniques to the reality of the service game era
Consider the ethics of game design in a rapidly changing world.
Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.