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Game Design A Seminar Report Submitted to JAWAHARLAL NEHRU TECHNOLOGICAL UNIVERSITY ANANTAPUR in partial fulfillment of the requirements for the award of the degree of

MASTER OF COMPUTER APPLICATIONS By

P.Vijaya Sekhar (16BF1F0067) Under the esteemed guidance of

P.LOKESH KUMAR REDDY MTech,(Ph.D)

DEPARTMENT OF MASTER OF COMPUTER APPLICATIONS

SRI VENKATESWARA COLLEGE OF ENGINEERING (Approved by AICTE, New Delhi & Affiliated to JNTUA, Ananthapuramu) Accredited by NAAC with ‘A’ Grade Opp.LIC Training Centre, Karakambadi Road, TIRUPATI – 517507 2016-2019

SRI VENKATESWARA COLLEGE OF ENGINEERING (Approved by AICTE, New Delhi & Affiliated to JNTUA, Ananthapuramu) Accredited by NAAC with ‘A’ Grade Opp.LIC Training Centre, Karakambadi Road, TIRUPATI – 517507 DEPARTMENT OF MASTER OF COMPUTER APPLICATIONS

2016-2019

CERTIFICATE This is to certify that the seminar report entitled “Game Design” A bonafide record of the seminar work done and submitted by P.Vijaya Sekhar (16BF1F0067) for the partial fulfillment of the requirements for the award of M.CA. Degree in Master of COMPUTER APPLICATIONS JNT University Anantapur, Ananthapuramu.

GUIDE

HEAD OF THE DEPARTMENT

ACKNOWLEDGEMENT I am thankful to my guide P.LOKESH KUMAR REDDY MTech,(Ph.D) for his valuable guidance and encouragement. His helping attitude and suggestions have helped me in the successful completion of the seminar. I would like to express my deep gratitude to all those who helped me directly or indirectly to transform an idea into my working seminar. I would like to express my sincere thanks to Dr. N. Sudhakar Reddy, Principal, S.V College of Engineering, Tirupati. . I express my thanks to Dr.K Sekar, Professor, Head of the Department of MASTER OF COMPUTER APPLICATIONS, for his kind help and encouragement during the course of my study and in the successful completion of the seminar work.

Successful completion of any seminar cannot be done without proper support and encouragement. My sincere thanks to the Management for providing all the necessary facilities during the Course of my study. I would like to thank my parents and friends, who have the greatest contributions in all my achievements, for the great care and blessings in making me successful in all my endeavors.

I would like to express my deep gratitude to all those who helped me directly or indirectly to transform an idea into my working seminar.

P.Vijaya Sekhar (16FBF1F0067)

DECLARATION I hereby declare that the seminar entitled “Game Design” submitted to the Department Of MASTER OF COMPUTER APPLICATIONS, S.V.COLLEGE OF ENGINEERING, TIRUPATI in partial fulfillment of requirements for the award of the degree of MASTER OF COMPUTER APPLICATIONS. This seminar is the result of my own effort and it has not been submitted to any other University or Institution for the award of any degree or diploma other than specified above.

P.Vijaya Sekhar (16BF1F0067)

Game Design

ABSTRACT Game design experience starts with an idea, often a modification of an existing concept. The game idea may fall within one or several genres. Designers often experiment with genres. The game designer usually produce an initial game proposal document containing the concept, game play, feature list, setting, story target audience requirement and schedules, staff and budgets estimates. Many decisions are made during the course of a game development about the game’s design; it is the responsibility of the designers to decide which element will be implemented. As the topic inscribe, game design is not narrowed to any particular or type of game and its design but game design as a discipline. This requires a focus on games in and themselves. Rather than placing game in the service of another field such as sociology, literary criticism, computer science, our aim is to study game in their own disciplinary space. Because we often borrow knowledge from mathematics and cognitive science and other fields. We do so to help establish a field if game design proper.

TABLE OF CONTENTS

CHAPTER NO:

TITLE

PAGE

1

INTRODUCTION

01

2

HISTORICAL BACKGROUND OF GAME OF GAME DESIGN

05

3

GAME DESIGN AND CATAGORIES OFGAMES

09

4

ADVANTAGES OF GAMES

11

5

DISADVANTAGES OF GAMES

14

6

ARCHITECTURE OF DESIGNING PROCESS

GAME

16

7

APPLICATION AREAS OF GAME DESIGNING

17

8

SUMMARY AND CONCLUSION

18

9

REFERENCESS

19

Game Design

INTRODUTION

OVERVIEW Game design experience starts with an idea, often a modification of an existing concept. The game idea may fall within one or several genres. Designers often experiment with genres. The game designer usually produce an initial game proposal document containing the concept, gameplay, feature list, setting, story target audience requirement and schedules, staff and budgets estimates. Many decisions are made during the course of a game development aboutthe game’s design; it is the responsibility of the designers to decide which element will be implemented. As the topic inscribe, game design is not narrowed to any particular or type of game and its design but game design as a discipline. This requires a focus on games in and themselves. Rather than placing game in the service of another field such as sociology, literary criticism, computer science, our aim is to study game in their own disciplinary space. Because we often borrow knowledge from mathematics and cognitive science and other fields. We do so to help establish a field if game design proper. (According to Brain Sutton-smith writes: in the study of game design), 1971.

OBJECTIVES The major objectives of this paper are as followed: 1.

Providing suggestions with advantages and disadvantages of game design.

2.

Providing other application areas of game design experience.

3.

To provide solution that will creat space for creativity and productivity in the game

industry. 4.

To provide and analyze game design using video game design.

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Game Design

SIGNIFICANCE OF STUDY OF GAME DESIGN Design is a general approach in the field of production either in social science, natural science and sciences as the case may be. The value to which design has added to production, in computer science and engineering. Game designer as a profession stands to gain respect for each game produced, income in a moderate or larger folds, the chance to becoming famous is at a higher space. Since design is a continuous process, there is a joy derived from meeting the market demands. Weighing the pros and cons of a career in game design can help someone make a better decision before entering the field.

SCOPE OF STUDY The scope of this topic covers the Historical background of game design, positive and negatives effects of game design in video game design.Components of game design in video game design, other application areas of game design, importance of game design using video game design.

ORGANIZATION OF WORK This research is divided into 4 chapters, which are further subdivided into sections. Chapter one is introduction which is further divided into sub sections, they include overview, objectives of the study, significance of the study, limitation of the study, scope of the study, organization of work. Chapter two is the literature review which is divided into one section it include the historical background of the study Chapter three is findings. It is further divided into sub sections which include: components of the study, the applications areas of game design, mode of operation of game design, importance of game design, advantages and disadvantages of game design Chapter four is the summary, and it is sub divided into one section which is the conclusion and the possible recommendation of the subject matter.

DEFINITION OF TERMS

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Game Design Each person defines games in his own way- the anthropologists and folklorists in terms of historical origin; the social scientist in terms of psychological and social functions there is over whelming evidence in all this that the meaning of game is. There is need to consider the meaning of some of the word associated with the discipline of game design: a)

GAME: Game is an activity that you do to have fun. Or an activity or a sport with

rules in which people or teams compete against each other. According to Oxford dictionary (Advance learner) 6th Edition. b)

DESIGN: the general arrangement of the different part of something that is made.

E.g. building, book, machine etc. According to oxford dictionary (advance learner) 6th edition. c)

GAME DESIGNER: a game designer is a person who designs gameplay conceiving

and designing the rules and structure of game. According to Brain Sutton-smith: in the study of games. A game designer is not necessarily a programmer, visual designer or project manager, although he/she can also play these roles in the creation of a game. A game designer might work alone or as part of a larger team. Some or many game designers starts their career in the testing department s, where mistakes made by others are seen firsthand. We shall discuss some discipline in the field of game design. a)

LEAD DESIGNER: the lead designer coordinates the work of other designers and is

the main visionary of the game. b)

SYSTEM DESIGNER: the system designer designs and balances the games rules

and the underlying mathematical patterns. c)

LEVEL DESIGNER: the level designer is person responsible for creating game

environment, levels and missions. And discipline which may not be discuss but are listed below; d)

CONTENT DESIGNER: The content designer is responsible for the creation of

characters, items, puzzles, and mission. e)

GAME WRITING: This involves writing of dialogue, text, and story.

f)

USER INTERFACE DESIGN: this designer constructs the user interactions and

feedback interface, like menus or heads-up displays. IT,SVCE,2016

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Game Design g)

AUDIO DESIGN: Involves the process of creating or incorporating all of the sounds

that are in the game, like sound effects or voice acting. Furthermore, as the topic implies (GAME DESIGN). Game design is the creation of the design view of a particular game which may be card games, social games, video game or any kind of game. The same designer carries the designing gameplay, conceiving and designing rules and structures that result in experience for players. It is also important to note that numerous games have narrative element which give a context to an event in a game. Make the activity of the game less abstract and enhance its entertainment value, although narrative elements are not always clearly present or o present at all. It should be noted that some narratologist claims that all game have narrative element.

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Game Design

HISTORICAL BACKGROUND OF GAME DESIGN Spacewar Screenshot In 1952, A.S. Douglas wrote his PhD degree at the University of Cambridge on HumanComputer interraction. Douglas created the first graphical computer game - a version of TicTac-Toe. The game was programmed on a EDSAC vaccuum-tube computer, which had a cathode ray tube display. William Higinbotham created the first video game ever in 1958. His game, called "Tennis for Two," was created and played on a Brookhaven National Laboratory oscilloscope. In 1962, Steve Russell invented SpaceWar!. Spacewar! was the first game intended for computer use. Russell used a MIT PDP-1 mainframe computer to design his game. In 1967, Ralph Baer wrote the first video game played on a television set, a game called Chase. Ralph Baer was then part of Sanders Associates, a military electronics firm. Ralph Baer first conceived of his idea in 1951 while working for Loral, a television company. In 1971, Nolan Bushnelltogether with Ted Dabney, created the first arcade game. It was called Computer Space, based on Steve Russell's earlier game of Spacewar!. The arcade game Pong was created by Nolan Bushnell (with help from Al Alcorn) a year later in 1972. Nolan Bushnell and Ted Dabney started Atari Computers that same year. In 1975, Atari rereleased Pong as a home video game. Larry Kerecman was one of the first first operators of video arcade games, including Computer Space. He writes that, "The brilliance of these machines was that Nolan Bushnell and company took what was computer programming (in Space War) and translated it into a simpler version of the game (no gravity) using hard-wired logic circuits. The printed circuit boards that comprise electronics of these games use integrated circuits called small-scale integrated circuits. They consist of discrete logic chips and gates or gates, 4-line to 16-line decoders, etc. straight out of the Texas Instruments catalog. The shape of the rocket ship and flying saucer even are visible in a pattern of diodes on the PC board." In 1972, the first commercial video game console that could be played in the home, the Odyssey was released by Magnavox and designed by Ralph Baer. The game machine was originally designed while Ralph Baer was still at Sanders Associates in 1966, Baer managed to gain his legal rights to the machine after Sanders Associates rejected it. The Odyssey came programmed with twelve games. Video games have been around since the early 1970s. The first commercial arcade video game, Computer Space by Nutting Associates, was introduced in 1971. In 1972, Atari introduced Pong to the arcades. An interesting item to note is that Atari was formed by Nolan Bushnell, the man who developed Computer Space. He left Nutting Associates to found Atari, which then produced Pong, the first truly successful commercial arcade video game. IT,SVCE,2016

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Game Design Pong was a great hit when it came out. Move your cursor to get the slides to bounce back the moving square -- it will speed up as you progress. That same year, Magnavox offered the first home video game system. Dubbed the Odyssey, it did not even have a microprocessor! The core of the system was a board with about fourdozen transistors and diodes. The Odyssey was very limited -- it could only produce very simple graphics, and required that custom plastic overlays be taped over the television screen. In 1975, Atari introduced a home version of its popular arcade game, Pong. The original home version of Pong was sold exclusively through Sears, and even carried the Sears logo. Pong was a phenomenal success, opening the door to the future of home video games. Although the Fairchild Channel F, released in 1976, was the first true removable game system, Atari once again had the first such system to be a commercial success. Introduced in 1977 as the Atari Video Computer System (VCS), the 2600 used removable cartridges, allowing a multitude of games to be played using the same hardware. The hardware in the 2600 was quite sophisticated at the time, although it seems incredibly simple now. It consisted of: 1 2 3 4

MOS 6502 microprocessor Stella, a custom graphics chip that controlled the synchronization to the TV and all other video processing tasks 128 bytes of RAM 4-kilobyte ROM-based game cartridges

The chips were attached to a small printed circuit board (PCB) that also connected to the joystick ports, cartridge connector, power supply and video output. Games consisted of software encoded on ROM chips and housed in plastic cartridges. The ROM was wired on a PCB that had a series of metal contacts along one edge. These contacts seated into a plug on the console's main board when a cartridge was plugged into the system. When power was IT,SVCE,2016

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Game Design supplied to the system, it would sense the presence of the ROM and load the game software into memory.

Systems like the Atari 2600, its descendant, the 5200, Coleco's ColecoVision and Mattel's IntelliVision helped to generate interest in home video games for a few years. But interest began to wane because the quality of the home product lagged far behind arcade standards. But in 1985, Nintendo introduced the Nintendo Entertainment System (NES), and everything changed. The NES introduced three very important concepts to the video game system industry: Using a pad controller instead of a joystick Creating authentic reproductions of arcade video games for the home system Using the hardware as a loss leader by aggressively pricing it, then making a profit on the games themselves 1 2 3

Nintendo's strategy paid off, and the NES sparked a revival in the home video game market that continues to thrive and expand even now. No longer were home video game systems looked upon as inferior imitations of arcade machines. New games that would have been impractical to create for commercial systems, such as Legend of Zelda, were developed for the home markets. These games enticed many people who had not thought about buying a home video game system before to purchase the NES. Nintendo continued to develop and introduce new game consoles. Other companies, such as Sega and Sony, created their own home video game systems. Let's look at the core parts of any current video game system. IT,SVCE,2016

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Game Design In 1976, Fairchild released the first programmable home game console called the Fairchild Video Entertainment System, and later renamed Channel F. Channel F was one of the first electronic systems to use the newly invented microchip invented by Robert Noyce for the Fairchild Semiconductor Corporation that allowed video games to not be limited by the number of TTL switches. On June 17, 1980, Atari's "Asteroids" and "Lunar Lander" were the first two video games to ever be registered in the Copyright Office.

FINDINGS The outline of my findings is constituted on the following component involved.

COMPONENT INVOLVDED: Hardware component Software component Card reader Keypad Speaker Display screen

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Game Design

GAME DESIGN AND CATAGORIES OF VIDEO GAMES As game became more complex and computer and consoles became more powerful, the job of the game designer became separated from the lead programmer. Soon game complexity demanded team members focus on game design. Many veterans chose the game design path eschewing programming and delegating those tasks to others. Early in video game history, game designers were lead programmers and often the only programmer for a game. And this remains true as the video game industry expanded in the 1970s. This person also sometimes comprises the entire art team. This is the case of such noted designers as Sid Meier, john Romero, Chris sawyer and will wright. And a notable exception to this policy was Calico, which from its very start separated the function of design and programming. (“MDA: A formal approach to game design and game research’s” Robin Hunicke, marc Leblanc, and Robert Zubek). 2004. Parenthesis, for intense understanding of “GAME DESIGN”. There is the need to be narrowed to discussing video games like: 1.

Chess master,

2.

Dungeons & Dragons,

3.

War hammer 40,000.

4.

Tarot

5.

Go Fish

6.

Poker

7.

Tetris 64,

8.

Need for speed (NIS),

9.

4 x 4 formula,

10.

Zuma Deluxe,

11.

Greedy Snake,

12.

F1 race,

13.

Temple Run,

14.

plant and zombiesand,

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Game Design 15.

Pro evolution soccer 2010,2011, 2013,and 2014 etc.

Game design is the design of games. It is the art of elaborating rules and mechanics to facilitate interaction between players for playful, educational or simulation purposes. Game design can be applied to different media, such as board games, card games, casino games, role-playing games, video games, war games or to itself, an example of metadesign. It is scientifically underpinned in game studies and to a lesser extent in game theory. No it that they are different forms of games namely:

1. Board games Board games like, Mancala or chess are hundreds or thousands of years old; yet in the case of chess new variants are developed constantly, to focus on certain aspects of the game, or just for variation's sake. A modern adaptation of figure games are miniature war games like War hammer 40,000. Traditional board games like Monopoly date from the 19th or early 20th century. A recent development in modern board game design is the increased popularity of "German-style board games", or "Eurogames".

2. Card games The design of card games is constricted by the type of the deck of cards, like Tarot or the four-suited Latin decks. Card games can be played for fun, like Go Fish, or for profit like Poker. A sub-type of wargames are card-driven games. Magic: The Gathering was the first collectible card game (or "trading card game") in 1993.

3. Casino games The central aim of casino game design is to optimize the house advantage and maximize revenue from gamblers.

4. Role-playing games IT,SVCE,2016

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Game Design Gary Gygax designed the first role-playing game, Dungeons & Dragons, in 1974.

5. Video game design An important aspect of video game design is human-computer interaction. They also come with many sub-categories from Massive Multiplayer Online Games to Massive Multiplayer Online Role Playing Games

6. War game design The first military war games, or Kriegsspiel, were designed in Prussia in the 19th century to train staff officers. They are also played as a hobby for entertainment. Modern war games are designed to test doctrines, strategies and tactics in full scale exercises with opposing forces at venues like the NTC, JRTC and the JMRC, involving NATO countries. However the chess master will be considered as a case study to further elaborate on or expand on the topic (GAME DESIGN) which shall discuss in the next chapter of this research study. It is also necessary to note that, a game designer needs to possess an amount of skills and personal qualities. A game designer should: a)

Be creative, imaginative and original.

b)

Have a story telling ability

c)

Have problem solving skills

d)

Work well in team and alone

e)

Have basic drawing 3D design skills

f)

Be able to adapt quickly to change

g)

Should be able to work well under pressure and be able to meet dead lines

h)

Should have an excellent communication and presentation skills

i)

Be fluent in some number of software packages

j)

Should be able to take criticism well

k)

Should be able to understand the capabilities and benefit of different hardware

including PCs, consoles and mobile devices, as well as the relevant software technologies and techniques IT,SVCE,2016

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Game Design

ADVANTAGES OF GAME DESIGN 1.

Doing what you love:

The ability to do what you love. Those who enjoys video games have the pleasure of working in an industry that create the subject of their passion 2.

Growing industry:

The gaming industry seems to be growing while others are declining. In December 2009 while other industries were struggling in a difficult economy, the video game industry reeled in 5.53 billion in the United States, software engineers, sound engineers and writers working in the game industry can benefit from the tremendous opportunities that are available. 3.

Lead the call of duty:

When you design a video game, you don’t need to design wait for a release date to play. You can get in on the ground floor game’s creation, add features you prefer, and lobby against the one’s you don’t. It take’s 18-30 month’s to develop a full –featured console game. And during that time you can have a say in the game plot line and how the story ultimately ends. You can also hide features or jokes known only to you or your friends, commonly known as “Easter eggs”.This allow you to put your personal stamp on the game. 4.

Health point:

Believe it or not, you will be in a profession that will provide health benefits to people who play the game.Video game reduce stress and depression. Games have help the chronically ill and battled wounded to forget their aches and pains, at least temporarily. 5.

Games improve your vision:

According to the visual development lab of Ontario’s McMaster University. 6.

Games improve your decision making:

According to scientist in the University of Rochester in New York. As such, thinking to decision making in a very fast, accurate or close to, is enhanced as game design and gameplay may be.

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Game Design

7.

Self-employed:

Is a fact that, there is no formal promotion route for game designers. They may be promoted from junior game designer to designer, and with experience and management skills, to lead designer. Some become or move into management or marking roles, or become selfemployed. As they make decision on their own and control financial management game design ethical behavior and all that is needed to enhance game design especially video game production.

8.

Gaming is growing:

Education: Stoll (1999) takes a stand against using computer applications to make learning fun. He argues: What seems like a game to someone will feel like work to another. The intention should be enlightenment, not entertainment. Learning isn’t about acquiring information, maximizing efficiency, or enjoyment.Learning is about developing human capacity. To turn learning into fun is to denigrate the two most important things we can do as humans: To teach. To learn. (Stoll 1999, page 22) He also reminds us of the hidden cost of learning via computers:The opportunity cost is our time … The time you spend behind themonitor could be spent facing another person across a table or across a tennis court. Disguised as efficiency machines, digital time bandits steal our lives and undermine our communities.(Stoll 1999, page 209) This view gives pause for thought, not least by reminding us of the existence of bias. Here it is useful to note that teacher bias towards a particular learning method and teacher input into debriefing are important variables that can affect the effectiveness of games in encouraging learning (Randel et al. 1992). Other variables include player characteristics such asgender and personality, learning style, academic ability and gaming ability(Bredemeier and Greenblatt 1981, cited by Randel et al. 199

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Game Design

DISADVANTAGES OF GAME DESIGN 1. Long hour: Game designers work long hours some well in to the night trying to add last touches before the game is released. Spending a lot of time in the front of a computer can be hard to the eye and back.Posture while in front of a computer can also contribute to the negative effects of long hours as a video game designer. 2. Competition: As the game industries increases, the number of workers seeking opportunities increases as well. With more gaming professional seeking for employment, the ability to stands out from the crowed become more difficult. Video game design is an attractive career for many people who enjoys playing video games, but not every lone has the talent or skills to enhance in the field. An education in computer science, programming, graphic design, animation and sound engineering is necessary to enter the industry. 3. Working environment: Video game designer often work in a casual business environments where T-shirts, sandals, shorts and jeans are common work attire, many workers enjoys the casual environment and low key atmosphere. They often work in teams with artists, programmers and graphic designers to create animated games. The team environment is appealing to work to work with those who like to work with others rather than working alone. 4.

Health points:

It is a noticeable fact that, be it as it may, video game designer spend much of their time in working on computers to create story plots, gaming strategies, character and graphics, so heavy computer use can lead to fatigue.

5.

Stressful workloads:

It is also important to know that, video game producers have deadlines, so job often requires long hours and demanding and stressful workload. 6.

Feature creep:

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Game Design Feature creep is the phenomenon that describes the action of adding more features to a project after the scope of the game as been determined. It happens a lot in game development, and it is certain to happen to new game developers. After writing a nice design doc, technical doc, and other documents you need to write to plan for your game and you start developing your project, and then a few weeks or months down the line, you start thinking. “You know what would be cool, if we added [--- this =, and that and all this things] from that point, you started adding what you never thought of in the beginning. This leads to having an “over scope” game. 7.

Game on:

Because more effectively, game designer’s needs some back ground in programming, and a bachelor’s degree which is helpful. More than 120,000 people in 34 states work in some capacity for the game industry. And a good way to get into the industry is to try designing games or modifying them on your own and building a portfolio, or by visiting blogs and website often used bydesigners.

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Game Design

ARCHITECTURE OF GAME DESIGNING PROCESS

Pre-Production  Analysis of brief  Research  Brainstorming  Game objective  Map development  Concept art

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Production  Scales and proportion  Blockingout  Texturing  Lighting  Particle system  Interactivity  A I Programming  Cinematic  HUDs and Minus

Past - Production  Testing  Redesign  Packing Design  Promotion  Launch  Maintenance

16

Game Design

APPLICATION AREAS OF GAME DESIGN The notion of video game caved from game design as the case may be, there is a need to highlight little on gameplay. Gameplay is the interactive section of game design. It involves player interaction with the game. Usually for the purpose of entertainment, Education or training. It is applicable in some of this place or areas as listed below. It is applicable in: 1.

Offices

2.

Hospitals

3.

At homes

4.

Markets place

IMPORTANCE OF GAME DESIGN In as much as being a game designer has been embedded with many good tidings, a few will be discuss briefly or concisely to further energize, equip, reshape you in the aspect of game design and furiously propel you into decision making as engineering, computer science or someone interested in this field to forge into action as soon as possible. For the time is now! Few of the importance are: a)

If your game console is hardware to your brain, you cam immerse yourself in what

you love and get paid by becoming a video game designer b)

You will get first crack at playing new titlesand can put your own unique stamp on

the final product. c)

Talented designers may become self-employed, doing freelance work on contract

basis. It is possible you are giving the chance to work overseas.

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Game Design

SUMMARY AND CONCLUSION SUMMARY: In the discussion of game design narrowed to video game designs, the goal of this course is to prepare you for a career involving design of computer games and other interactive experiences. Student in this course will read and wright about game design. And design games of their own. Do not mistake this for a course in computer game development. This course is focused on rules and methods of game designs, which remain fairly constant regardless of the technology used to develop a game. While technology will play a significant role in our studies, technological details will not be our focus. You will study and design game of all sorts: card games, dice games, athletic games, story games and yes! Even video games. How to design games and how to design them well and how to see your design to completion will be what you study here .and following references made in the topic “GAME DESIGN” toward the last page of this book will really help in accomplishing your verge to becoming a game designer and a good one indeed.

CONCLUSION: Applying the methodologies used in the context of this study,as our focus is on the effects of game design. This paper has proposed the use of, game design as a suitable substitution for video game design. As we know that video game is acceptable if not all, in most part of the world in having fun. In this paper game design is chosen for its uniqueness, ease of use and also convenience to users. Haven understood the benefits, advantages and disadvantages to reading and writing or implementing game design. it is important to note how to realize flows in games because of its vast or negative effect it has on game design. Based on Mihaly Csikszentmihalyi’s positive psychology research, when a person totally focuses into an activity and forget about time and pressure, he reaches optimal experience, flow.

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Game Design

REFERENCE 

Baur, Wolfgang. Complete Kobold Guide To Game Design. Open Design Llc 2012.

Isbn 978-1936781065 

Burgun, Keith. Game Design Theory: A New Philosophy for Understanding Games.

Publisher: A K Peters/Crc Press 2012. Isbn 978-1466554207 

Costikyan, Greg. Uncertainty in Games. Mit Press 2013. Isbn 978-0262018968



Elias, George Skaff. Characteristics of Games. Mit Press 2012. Isbn 978-0262017138



Hofer, Margaret. The Games We Played: The Golden Age Of Board & Table Games.

Princeton Architectural Press 2003. Isbn 978-1568983974 

Huizinga, Johan. Homo Ludens: A Study ofthe Play-Element in Culture. Beacon Press

1971. Isbn 978-0807046814 

Kankaanranta, Marja Helena. Design and Use of Serious Games (Intelligent Systems,

Control and Automation: Science and Engineering). Springer 2009. Isbn 978-9048181414. 

Norman, Donald A. The Design of Everyday Things. Basic Books 2002. Isbn 978-

0465067107. 

Peek, Steven. The Game Inventor's Handbook. Betterway Books 1993. Isbn 978-

1558703155 

Peterson, Jon. Playing At the World. Unreason Press 2012. Isbn 978-0615642048.



Schell, Jesse. The Art of Game Design: A Book of Lenses. Crc Press 2008. Isbn 978-

DF0123694966 

SalenTekinbad, Katie. Rules of Play: Game Design Fundamentals. The Mit Press

2003. Isbn 978-0262240451. 

Tinsman, Brian. The Game Inventor's Guidebook: How to Invent and Sell Board

Games, Card Games, Role-Playing Games, & Everything In Between! Morgan James Publishing 2008. Isbn 978-1600374470

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