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Free PDF , by Justin Gary
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, by Justin Gary
Free PDF , by Justin Gary
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Product details
File Size: 1833 KB
Print Length: 213 pages
Simultaneous Device Usage: Unlimited
Publisher: Aviva Publishing (September 9, 2018)
Publication Date: September 9, 2018
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B07FR4FNCN
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Amazon Best Sellers Rank:
#292,833 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Many books on game design lack focus, but this one is “So you want to make commercially viable games...†start to finish, covering many topics without repetition. If you don’t want to make commercially viable games, don’t get this book. If you do, do.
I’ve been following many game designers as I have worked on developing games. Justin is a savant when it comes to games. This method outlined in this book goes deeper into design, development, and marketing games than any other book I’ve read on the subject.
If you have thought about doing game dev, this book has a lot of practical ideas and advice that anyone can use.
This wonderful book is a joy to read! Full of inspiring quotes and stories, the author, Justin Gary, leads you on a journey of focusing your creativity energy to produce a tangible product. Whether you're designing a game or embarking on a journey to creatively express yourself, "Think Like a Game Designer" offers both wit and wisdom to help you realize your goal. Top marks all around!
A must read for anyone trying to design a game, a board game, or any project that has to do with creativity!
This is one of the two or three very best books I’ve read about game design.I think what sets Justin Gary’s book apart is its emphasis that game designers focus on the emotion that players are experiencing, and that good game design is about making sure your game is delivering the feelings and experience to the players that you want them to feel. I don’t know that I’ve seen this emphasized enough in other game design books, but games are about emotions, or as Justin Gary writes, “We play games in part to immerse ourselves in challenges that have emotional impacts without serious real-world consequences.â€This is also a practical book, with lots of exercises and concrete steps that you can follow to start designing games and to refine your existing games. There’s many good, common sense tips and tricks here as well, from writing down goals (on paper, not on a computer, because then it’s too easy to ignore or get distracted from it), setting deadlines and restrictions (such as determining who the audience of your game is), breaking big tasks into smaller chunks, using a big white board when brainstorming so you need to come up with more ideas before you feel like you’re finished, and so on. There’s also practical steps here about how to make your games better, by making your game more elegant (minimal rules and components with lots of depth – think Azul), and how to add excitement to your game through tough choices and uncertainty.The design approach in this book is similar to the excellent Game Design Workshop by Tracy Fullerton, which involves coming up with an idea, turning it into a quick and dirty prototype that can be tested, playtesting it, then improving it, and then keep going through this cycle over and over until you have something great. One difference is this is a much quicker read, so this would be a great starting point for someone interested in trying to design a game (tabletop or digital) for the first time, or someone who has tried to design a game in the past but just couldn’t figure out where to start. Maybe start with this book and then after working through it, go back and read Game Design Workshop.One area where this book could be improved is the brainstorming section. The main technique described for generating ideas is sound, which is to spend about 20 minutes writing down a ton of ideas, then you organize them and pick the best ones, but there are other great techniques you can use, as outlined in Thinkertoys by Michael Michalko. I like the Reversal technique, where you write down common attributes of something and then reverse it to come up with something new. For example, in just about every card game, you have a hand of cards that you hold and can look at, while others can't see them. The reverse of this is, you can't see your own cards, only the other players can. I believe this technique is what led to Antoine Bauza's Spiel des Jahres winning design, Hanabi, and could be a good technique to use to come up with something innovative, which brings me to my second minor criticism, which is I wish there was something here about innovation. With so many games coming out, I feel like you’ve got to have something innovative about your game designs to make them stand out.Overall this is a great book on game design from a working, professional designer of great games like Ascension and Shards of Infinity (co-designer). It’s great to be able to learn from his experience and perspective. Justin Gary does a good job getting you fired up about game design as you read this book, but it’s not just a pep talk, there’s concrete steps you can take here to get you started and see it through. It’s also a quick read, but it has a lot to think about and I expect I will be going back to again and again.
I read a free preview of this in a past Humble Bundle, so I pre-ordered a copy. I have now read the full book and worked through most of the exercises.... and now I have a game that I'm playtesting! I'm a big board gamer but I've never tried designing anything on my own. It was a fun and rewarding process (whether or not I ever publish my game).As with most of these types of guides, the book isn't going to do the work for you. Justin covers a fairly exhaustive list of board game design topics. Some of the sections were a little shallow, but it does make for a very easy read. I highlighted particularly helpful ideas as I read through the book. Looking back now, there are dozens of highlights. There is plenty of really great advice throughout.Overall, I can say that reading through this book provided me the push I needed to move forward with my goal of designing a board game. I have tangible results to show for my work. If you work through the exercises in earnest, I can't imagine that you won't be inspired to create your own game. Definitely recommended if you're curious about board game design.
I am sure many people have great ideas for games either in themes or in mechanics. But I rarely find someone who has both of those figured out right from the start of development. It is tempting to dive right in and try to make a finished product on the first attempt. Instead, using Justin's iterative design methods you can get the important things functional and testable so that when some initial ideas inevitably fail you have not soured the entire project and just keep repeating the process to get ahead. Justin is the most interactive author I have ever worked with before and tries to reach out to the community and do digital question/answer sessions providing assistance to his audience. As someone lacking follow-through on exceptional ideas and large undertakings, I have already found great value from this book and author in making strides in my own projects.
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