Game Design Workshop, 3rd Edition, follows the same basic table of contents as the first two editions. There are some important changes, however. Chapter 13 has been renamed “Stages and Methods of Development” as it now includes a discussion of Agile development methods. Chapter 14 has been renamed “Communicating Your Designs,” since it now deals primarily with strategies for communicating designs rather than focusing on the development of a design document. And, Chapter 15 has been renamed “Understanding the New Game Industry,” as it now looks at emerging developments in the new industry.
The core of the book remains focused on the playcentric method, with updates throughout to include references and examples to new platforms and genres of play. Also, there are new sidebars on important areas such as game metrics, mobile games, virtual reality and experimental game design. For those who have taught with or read the book before, it retains its familiar structure and flow. For those just picking it up, I hope that it this new version will be as useful to you in your study of game design as it has to others in its previous editions.
As those familiar with the book know, one of its key features are the Designer Perspectives, interviews of many of the best known game designers in the field. In an effort to make room in the book up for exciting new voices from the changing face of the industry, I have moved many of the great Designer Perspectives from previous editions to this website. Also, a number of sidebars from previous editions that contain valuable insights and information are available here. You can find links to these here: Designer Perspectives from previous editions, Sidebars from previous editions.
Part 1 Game Design Basics
Chapter 1 The Role of the Game Designer
Chapter 2 The Structure of Games
Chapter 3 Working with Formal Elements
Chapter 4 Working with Dramatic Elements
Chapter 5 Working with System Dynamics
Part 2 Designing a Game
Chapter 6 Conceptualization
Chapter 7 Prototyping
Chapter 8 Digital Prototyping
Chapter 9 Playtesting
Chapter 10 Functionality, Completeness, and Balance
Chapter 11 Fun and Accessibility
Part 3 Working As a Game Designer
Chapter 12 Team Structures
Chapter 13 Stages and Methods of Development
Chapter 14 Communicating Your Designs
Chapter 15 Understanding the New Game Industry
Chapter 16 Selling Yourself and Your Ideas to the Game Industry