ISBN13: | 9780367527747 |
ISBN10: | 036752774X |
Binding: | Paperback |
No. of pages: | 198 pages |
Size: | 229x152 mm |
Weight: | 322 g |
Language: | English |
Illustrations: | 96 Halftones, color; 21 Line drawings, black & white; 3 Tables, black & white |
206 |
Software development
Computer Graphics Softwares
Arts in general
Board games
Further readings in games
Game planning
Software development (charity campaign)
Computer Graphics Softwares (charity campaign)
Arts in general (charity campaign)
Board games (charity campaign)
Further readings in games (charity campaign)
Game planning (charity campaign)
Game Production
GBP 42.99
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Many new games are from first time designers or are being self-published. There is a tremendous thirst for information about the nuts and bolts of tabletop game design.
Description:
Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers.
Key Features:
- The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author?s extensive experience in an easy-to-read volume.
- The text illustrates how to lay out and assemble the physical aspects of an effective board game.
- The book is divided into two sections for readability and covers a large array of different techniques.
?
Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.
Section I?General Topics
Chapter 1 ? Tools of the Trade 3
Chapter 2 ? Graphic Design 41
Chapter 3 ? Writing Rules 75
Section II?The Development Lifecycle
Chapter 4 ? Alpha Prototypes 97
Chapter 5 ? Beta Prototypes 115
Chapter 6 ? Production 137
Chapter 7 ? Conclusion 167