• Is a conceptually complete paradigm and a comprehensive design methodology for intermediate and advanced game designers.
• Covers concept development, from coming up with a raw idea for a game to greenlighting a refined version of that idea for pre-production and later development.
• Ludotronics is a methodology that will help you whip ideas into shape until they are strong and sturdy enough to qualify for a killer proposal and become the beating heart of your game design document.
By:
J. Martin (Mediadesign University of Applied Sciences Duesseldorf Germany) Imprint: CRC Press Country of Publication: United Kingdom Dimensions:
Height: 254mm,
Width: 178mm,
Weight: 540g ISBN:9781032368702 ISBN 10: 1032368705 Pages: 264 Publication Date:24 August 2023 Audience:
College/higher education
,
Primary
Format:Paperback Publisher's Status: Active
Phase 01: Preliminaries. 1. Level One: The Thing. 2. Level Two: The Map. 3. Level Three: The Stage. Phase 02: Preparations. 1. Level One: Spawning Ideas. 2. Level Two: Panning for the Core. 3. Level Three: Tough Investigations. 4. Level Four: An Army of Avatars. 5. Level Five: Enter the Value Matrix. 6. Level Six: Serve with Distinction. Phase 03: Procedures. 1. Level One: The Enchanted Theme. 2. Level Two: The Design-Driven Goal. 3. Level Three: The Desire-Driven Goal. Phase 04: Processes. 1. Level One: Integral Perspectives I. 2. Level Two: Interactivity. 3. Level Three: Plurimediality. 4. Level Four: Narrativity. 5. Level Five: Architectonics. 6. Level Six: Integral Perspectives II. Phase 05: Propositions. 1. Level One: Prototyping. 2. Level Two: Polishing. 3. Level Three: Presenting. Phase 06: Postmortems. 1. Level One: References. 2. Level Two: Rightsholders. 3. Level Three: Responses.
J. Martin is Professor of Game Design at the Mediadesign University for Applied Sciences, Düsseldorf, Germany.