Reddit reviews Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition
We found 10 Reddit comments about Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. Here are the top ones, ranked by their Reddit score.
AK Peters
I really like.
Challenges for Game Designers by Brathwaite and Schreiber: https://www.amazon.com/Challenges-Games-Designers-Non-Digital-Exercises/dp/1542453313/ref=sr_1_1?ie=UTF8&qid=1493469101&sr=8-1&keywords=challenges+for+game+designers
Game Design Workshop by Tracy Fullerton: https://www.amazon.com/Game-Design-Workshop-Playcentric-Innovative/dp/1482217163/ref=pd_sim_14_1?_encoding=UTF8&pd_rd_i=1482217163&pd_rd_r=C4KTX74FX6FRDX63HCJQ&pd_rd_w=EuUkE&pd_rd_wg=y877F&psc=1&refRID=C4KTX74FX6FRDX63HCJQ
*Kobold Guide to Board Game Design: https://www.amazon.com/Kobold-Guide-Board-Game-Design/dp/1936781042/ref=sr_1_1?s=books&ie=UTF8&qid=1493469414&sr=1-1&keywords=kobold+guide+to+board+game+design
Art of Game Design
Game Design Workshop
Are you looking for how to make games? Not just programming, but actually make them? I have some suggestions, but they often aren't about programming. There is a million books about programming, but finding those that talk about the ideas and ways to successively improve is a better point to start from.
Making video games is easy. Put the pitchfork down and let me explain. Anyone can open unity and load some assets and call it a game. Making good games is difficult, and even if you are not looking at card/board games, you should be prepared to test your game on paper. It is easier to make iterative improvement if you can look for mechanical and mathematical issues by scrawling some notes on paper cards.
For a book that covers both programming and game design, I also suggest this one.
These books will cover the psychology, the pitfalls, etc that come with making a game. You do not need a class to make a game portfolio. You can often get things done faster by a book, because it's goal is to teach as you read, not set a timer for 15 weeks. It can assume you will do it over 26 weeks or more if the book is huge.
Anyway, this is a much larger reply than I intended. Hopefully these are informative. If nothing else, they are significantly cheaper than a class.
Divided Kingdoms
I've been very busy at work, so development time was limited this week:
After reading a book on AI (Behavioral Mathematics for Game AI) and a book on emergence (Emergence in Games), I started reading Game Design Workshop; it's a great book so far. I want to read Designing Virtual Worlds next.
See you next week!
Buying him computer hardware might be nice, but there's a lot of other ways to give something related to games and game design.
There's always a great big pound of dice. It's full of dice of assorted numbers of sides, and a game designer remotely interested in tabletop (which should be all of them) can use a healthy supply of dice for making tabletop games. There's always the fun of just rolling dice giant handfuls of dice.
I'm out right now but I'll add the link when I get back home.Here's the link: Pound of diceI'd also look into games he hasn't tried. BoardGameGeek has a lot of board games listed and reviewed that you could get, and of course there's always steam. For board games I'd recommend:
There's also a lot of books on game design you can get him. You may have to check to see if he owns some of these already, but I've found them to be great reads that I can recommend to anyone interested in game design.
I'm currently reading Tracy Fullerton's Game Design Workshop, and it's very interesting because she's heavily involved in a college tabletop design program. Even if you don't go in for that, her book is fantastic as something for you to do on your own. It's filled with exercises for you to explore and do.
I'm taking a Game Theory and Design class as part of my game & simulation development degree. Here is the specific book I'm learning from. It's a pretty good read.
Which Book is better?
This One or This One?
I think that's a hard enough question even when targeting the general population within that age group. So it can be difficult to find well researched and experientially backed up information even without the more specific target of children with autism. Though I'll also note (as someone with a degree of autism himself), depending on the individual's particular autistic attributes, the condition can actually be a strength for studying something such as game design. The focus on designing rules and working out all the implications for their effects on the gameplay experience can often be a natural fit for someone with autism. At least in my case, the key for effective learning was to grant me the time, space, and tools to explore a subject in my own idiosyncratic way, at which point I could soak up all sorts of knowledge and concepts.
As for concrete recommendations, the one that comes to my mind is to look outside of computers for at least part of your teaching material and activities. I wasn't expecting it initially, but while reading a variety of game design books to improve my own knowledge for making video games, I repeatedly encountered the recommendation to do as much of your early prototyping away from the computer as possible. That is, design board games, card games, sports-like games, party games, and so on. In many cases, you can pull ideas from a variety of game types to build hybrids that do a decent job of replicating the essence of certain video game mechanics, giving you a chance to evaluate how fun the concept is, and if it merits spending time to make a more in depth digital version.
Best of all, it can be free or very cheap, it requires no knowledge of coding, you can do it anywhere (though preferably with a good work table and some craft supplies and standard physical gaming equipment), and you can get results in just a few hours, or maybe even a few minutes depending on the concept. Anything using a standard deck of 52 cards is particularly simple to test, for example.
Two of the books I've already read that had sections helping me think in these terms were:
Challenges for Game Designers is also on my backlog to read and looks very good for this sort of non-digital focus for learning skills that will ultimately be applicable to making digital games.
Well, you said video games so everyone started listing video game stuff, but I'd suggest taking a different tack. Start off by learning some game design by making some boardgames together:
https://smile.amazon.com/Game-Design-Workshop-Playcentric-Innovative/dp/1482217163/
https://smile.amazon.com/Challenges-Games-Designers-Non-Digital-Exercises/dp/1542453313/