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Oxford University Press is a department of the University of Oxford. It furthers the University's objective of excellence in research, scholarship, and education by publishing worldwide.

Print Price: $47.95

Format:
Hardback
368 pp.
106 colour figures & illustrations, 156 mm x 234 mm

ISBN-13:
9780198845911

Publication date:
August 2022

Imprint: OUP UK


The Game Designer's Playbook

An Introduction to Game Interaction Design

Samantha Stahlke and Pejman Mirza-Babaei

Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand.

The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.

Readership : This book will appeal to undergraduates and graduates studying game design, interaction design, usercentred design, and human-computer interaction (HCI), as well as researchers in these fields and professionals in the game design industry.

Tanya X. Short: Foreword
1. Caveman Arcade
2. The Parlance of Play
3. The Long Con
4. Say What You Mean
5. Control Freaks
6. The Play's the Thing
7. Rejecting Your Reality
8. The Audience Is Listening
9. Rise of the Machines
10. Making the Thing
11. Testing Your Patience
12. What Comes Next?
Glossary
List of Acronyms
Ludography

There are no Instructor/Student Resources available at this time.

Samantha Stahlke is a Researcher at the School of Graduate and Postdoctoral Studies, Ontario Tech University, Canada. Her research is focused on understanding how people play games, why people enjoy playing games, and how we can use artificial intelligence to make games even better. Outside her research work, Samantha teaches courses about game design and development, and works on independent game-related projects.

Pejman Mirza-Babaei is an Associate Professor of Game User Experience Research at the Faculty of Business and Information Technology, Ontario Tech University, Canada. His research encompasses many different aspects of the game experience, including game interaction, accessibility, and developing for novel technologies.

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Special Features

  • Includes plentiful examples from commercial games and practical design exercises, giving readers grounded ways to apply the theory and principles discussed through analysis of existing works and in their own creations.
  • Features original interviews with professional game developers to give insight into the design thinking, workflow, and personal stories of respected developers.
  • Engaging writing style mixes levity with frank critique ensuring engagement as well as information.