Introduction to Game Design, Prototyping, and Development
  • IGDPD Home Page
  • Part I – Game Design and Paper Prototyping
    • Chapter 01: Thinking Like a Designer
    • Chapter 02: Game Analysis Frameworks
    • Chapter 03: The Layered Tetrad
    • Chapter 04: The Inscribed Layer
    • Chapter 05: The Dynamic Layer
    • Chapter 06: The Cultural Layer
    • Chapter 07: Acting Like A Designer
    • Chapter 08: Design Goals
    • Chapter 09: Paper Prototyping
    • Chapter 10: Game Testing
    • Chapter 11: Math And Game Balance
    • Chapter 12: Puzzle Design
    • Chapter 13: Guiding The Player
    • Chapter 14: The Agile Mentality
    • Chapter 15: The Digital Game Industry
  • Part II – Digital Prototyping
    • Chapter 16: Thinking in Digital Systems
    • Chapter 17: Introducing Our Development Environment: Unity
    • Chapter 18: Introducing Our Language: C#
    • Chapter 19: Hello World: Your First Program
    • Chapter 20: Boolean Operations And Conditionals
    • Chapter 21: Variables And Components
    • Chapter 22: Loops
    • Chapter 23: Lists And Arrays
    • Chapter 24: Functions And Parameters
    • Chapter 25: Debugging
    • Chapter 26: Classes
    • Chapter 27: Object-Oriented Thinking
  • Part III – Game Prototype Examples and Tutorials
    • Chapter 28: Prototype 1: Apple Picker
    • Chapter 29: Prototype 2: Mission Demolition
    • Chapter 30: Prototype 3: Space Shmup
    • Chapter 31: Prototype 3.5: Space SHMUP+
    • Chapter 32: Prototype 4: Prospector Solitaire
    • Chapter 33: Prototype 5: Bartok
    • Chapter 34: Prototype 6: Word Game
    • Chapter 35: Prototype 7: Dungeon Delver
  • First Edition [1Ed]
    • First Edition Home Page
    • [1Ed] Part I – Game Design and Paper Prototyping
      • [1Ed] Chapter 01: Thinking Like a Designer
      • [1Ed] Chapter 02: Game Analysis Frameworks
      • [1Ed] Chapter 03: The Layered Tetrad
      • [1Ed] Chapter 04: The Inscribed Layer
      • [1Ed] Chapter 05: The Dynamic Layer
      • [1Ed] Chapter 06: The Cultural Layer
      • [1Ed] Chapter 07: Acting Like A Designer
      • [1Ed] Chapter 08: Design Goals
      • [1Ed] Chapter 09: Paper Prototyping
      • [1Ed] Chapter 10: Game Testing
      • [1Ed] Chapter 11: Math And Game Balance
      • [1Ed] Chapter 12: Puzzle Design
      • [1Ed] Chapter 13: Guiding The Player
      • [1Ed] Chapter 14: The Digital Game Industry
    • [1Ed] Part II – Digital Prototyping
      • [1Ed] Chapter 15: Thinking in Digital Systems
      • [1Ed] Chapter 16: Introducing Our Development Environment: Unity
      • [1Ed] Chapter 17: Introducing Our Language: C#
      • [1Ed] Chapter 18: Hello World: Your First Program
      • [1Ed] Chapter 19: Variables And Components
      • [1Ed] Chapter 20: Boolean Operations And Conditionals
      • [1Ed] Chapter 21: Loops
      • [1Ed] Chapter 22: Lists And Arrays
      • [1Ed] Chapter 23: Functions And Parameters
      • [1Ed] Chapter 24: Debugging
      • [1Ed] Chapter 25: Classes
      • [1Ed] Chapter 26: Object-oriented Thinking
      • [1Ed] Chapter 27: The Agile Mentality
    • [1Ed] Part III – Game Prototype Examples and Tutorials
      • [1Ed] Prototype 1: Apple Picker
      • [1Ed] Prototype 2: Mission Demolition
      • [1Ed] Prototype 3: Space Shmup
      • [1Ed] Prototype 4: Prospector Solitaire
      • [1Ed] Prototype 5: Bartok
      • [1Ed] Prototype 6: Word Game
      • [1Ed] Prototype 7: Quicksnap
      • [1Ed] Prototype 8: Omega Mage
  • Contact

By: Jeremy Gibson Bond

  • IGDPD Home Page
  • Part I – Game Design and Paper Prototyping
    • Chapter 01: Thinking Like a Designer
    • Chapter 02: Game Analysis Frameworks
    • Chapter 03: The Layered Tetrad
    • Chapter 04: The Inscribed Layer
    • Chapter 05: The Dynamic Layer
    • Chapter 06: The Cultural Layer
    • Chapter 07: Acting Like A Designer
    • Chapter 08: Design Goals
    • Chapter 09: Paper Prototyping
    • Chapter 10: Game Testing
    • Chapter 11: Math And Game Balance
    • Chapter 12: Puzzle Design
    • Chapter 13: Guiding The Player
    • Chapter 14: The Agile Mentality
    • Chapter 15: The Digital Game Industry
  • Part II – Digital Prototyping
    • Chapter 16: Thinking in Digital Systems
    • Chapter 17: Introducing Our Development Environment: Unity
    • Chapter 18: Introducing Our Language: C#
    • Chapter 19: Hello World: Your First Program
    • Chapter 20: Boolean Operations And Conditionals
    • Chapter 21: Variables And Components
    • Chapter 22: Loops
    • Chapter 23: Lists And Arrays
    • Chapter 24: Functions And Parameters
    • Chapter 25: Debugging
    • Chapter 26: Classes
    • Chapter 27: Object-Oriented Thinking
  • Part III – Game Prototype Examples and Tutorials
    • Chapter 28: Prototype 1: Apple Picker
    • Chapter 29: Prototype 2: Mission Demolition
    • Chapter 30: Prototype 3: Space Shmup
    • Chapter 31: Prototype 3.5: Space SHMUP+
    • Chapter 32: Prototype 4: Prospector Solitaire
    • Chapter 33: Prototype 5: Bartok
    • Chapter 34: Prototype 6: Word Game
    • Chapter 35: Prototype 7: Dungeon Delver
  • First Edition [1Ed]
    • First Edition Home Page
    • [1Ed] Part I – Game Design and Paper Prototyping
      • [1Ed] Chapter 01: Thinking Like a Designer
      • [1Ed] Chapter 02: Game Analysis Frameworks
      • [1Ed] Chapter 03: The Layered Tetrad
      • [1Ed] Chapter 04: The Inscribed Layer
      • [1Ed] Chapter 05: The Dynamic Layer
      • [1Ed] Chapter 06: The Cultural Layer
      • [1Ed] Chapter 07: Acting Like A Designer
      • [1Ed] Chapter 08: Design Goals
      • [1Ed] Chapter 09: Paper Prototyping
      • [1Ed] Chapter 10: Game Testing
      • [1Ed] Chapter 11: Math And Game Balance
      • [1Ed] Chapter 12: Puzzle Design
      • [1Ed] Chapter 13: Guiding The Player
      • [1Ed] Chapter 14: The Digital Game Industry
    • [1Ed] Part II – Digital Prototyping
      • [1Ed] Chapter 15: Thinking in Digital Systems
      • [1Ed] Chapter 16: Introducing Our Development Environment: Unity
      • [1Ed] Chapter 17: Introducing Our Language: C#
      • [1Ed] Chapter 18: Hello World: Your First Program
      • [1Ed] Chapter 19: Variables And Components
      • [1Ed] Chapter 20: Boolean Operations And Conditionals
      • [1Ed] Chapter 21: Loops
      • [1Ed] Chapter 22: Lists And Arrays
      • [1Ed] Chapter 23: Functions And Parameters
      • [1Ed] Chapter 24: Debugging
      • [1Ed] Chapter 25: Classes
      • [1Ed] Chapter 26: Object-oriented Thinking
      • [1Ed] Chapter 27: The Agile Mentality
    • [1Ed] Part III – Game Prototype Examples and Tutorials
      • [1Ed] Prototype 1: Apple Picker
      • [1Ed] Prototype 2: Mission Demolition
      • [1Ed] Prototype 3: Space Shmup
      • [1Ed] Prototype 4: Prospector Solitaire
      • [1Ed] Prototype 5: Bartok
      • [1Ed] Prototype 6: Word Game
      • [1Ed] Prototype 7: Quicksnap
      • [1Ed] Prototype 8: Omega Mage
  • Contact

[1Ed] Chapter 01: Thinking Like a Designer

And thus your journey begins. This chapter presents the basic theories of design upon which the rest of the book is built. In this chapter, you will also encounter your first game design exercise and learn more about the underlying philosophy of this book.

Errata

Lecture Notes

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Keynote-iconKeynote Format
pdf-128PDF Format

Tutorial Files

pdf-128Start File
pdf-128Finished File

Demo

Play single-player Bartok vs. AIs

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