Pattern Language for Game Design

Pattern Language for Game Design PDF Author: Christopher Barney
Publisher: CRC Press
ISBN: 1000259544
Category : Computers
Languages : en
Pages : 503

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Book Description
Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Pattern Language for Game Design

Pattern Language for Game Design PDF Author: Christopher Barney
Publisher: CRC Press
ISBN: 1000259544
Category : Computers
Languages : en
Pages : 503

Get Book

Book Description
Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Game Programming Patterns

Game Programming Patterns PDF Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 354

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Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

A Pattern Language

A Pattern Language PDF Author: Christopher Alexander
Publisher: Oxford University Press
ISBN: 0190050357
Category : Architecture
Languages : en
Pages :

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Book Description
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture, building and planning, which will we hope replace existing ideas and practices entirely." The three books are The Timeless Way of Building, The Oregon Experiment, and this book, A Pattern Language. At the core of these books is the idea that people should design for themselves their own houses, streets, and communities. This idea may be radical (it implies a radical transformation of the architectural profession) but it comes simply from the observation that most of the wonderful places of the world were not made by architects but by the people. At the core of the books, too, is the point that in designing their environments people always rely on certain "languages," which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a forma system which gives them coherence. This book provides a language of this kind. It will enable a person to make a design for almost any kind of building, or any part of the built environment. "Patterns," the units of this language, are answers to design problems (How high should a window sill be? How many stories should a building have? How much space in a neighborhood should be devoted to grass and trees?). More than 250 of the patterns in this pattern language are given: each consists of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seemly likely that they will be a part of human nature, and human action, as much in five hundred years as they are today.

A Scrum Book

A Scrum Book PDF Author: Jeff Sutherland
Publisher: Pragmatic Bookshelf
ISBN: 1680507567
Category : Computers
Languages : en
Pages : 671

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Book Description
Building a successful product usually involves teams of people, and many choose the Scrum approach to aid in creating products that deliver the highest possible value. Implementing Scrum gives teams a collection of powerful ideas they can assemble to fit their needs and meet their goals. The ninety-four patterns contained within are elaborated nuggets of insight into Scrum’s building blocks, how they work, and how to use them. They offer novices a roadmap for starting from scratch, yet they help intermediate practitioners fine-tune or fortify their Scrum implementations. Experienced practitioners can use the patterns and supporting explanations to get a better understanding of how the parts of Scrum complement each other to solve common problems in product development. The patterns are written in the well-known Alexandrian form, whose roots in architecture and design have enjoyed broad application in the software world. The form organizes each pattern so you can navigate directly to organizational design tradeoffs or jump to the solution or rationale that makes the solution work. The patterns flow together naturally through the context sections at their beginning and end. Learn everything you need to know to master and implement Scrum one step at a time—the agile way.

Android Games Design Patterns

Android Games Design Patterns PDF Author: yang hu
Publisher:
ISBN:
Category :
Languages : en
Pages : 140

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Book Description
Android is one of the most popular mobile operating systems. It uses the most popular programming language, Java, as the primary language for building apps of all types.This book teaches you to build Android games from 0 by design patterns.What you will learn.Set up a game development environment in Android Studio,and play sound effectsRespond to a player's touch and program intelligent enemiesLearn game development concepts, such as collision detection, animating sprite sheets, and simple trackingAnimate objects at 50 frames per second and manage multiple independent objects using object-oriented programming. This book briefly explain the concept and real practice examples in games, you will learn easy and fun.

Pattern Language for Game Design

Pattern Language for Game Design PDF Author: Christopher Barney
Publisher: CRC Press
ISBN: 1000259587
Category : Computers
Languages : en
Pages : 301

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Book Description
Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Fundamentals of Shooter Game Design

Fundamentals of Shooter Game Design PDF Author: Ernest Adams
Publisher: New Riders
ISBN: 0133811050
Category : Computers
Languages : en
Pages : 442

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Book Description
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the shooter games genre. This focused guides gives you exactly what you need. It walks you through the process of designing for the shooter game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

Game Mechanics

Game Mechanics PDF Author: Ernest Adams
Publisher: New Riders
ISBN: 0321820274
Category : Computers
Languages : en
Pages : 442

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Book Description
Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualise and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games.

Transactions on Pattern Languages of Programming III

Transactions on Pattern Languages of Programming III PDF Author: James Noble
Publisher: Springer
ISBN: 3642386768
Category : Computers
Languages : en
Pages : 195

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Book Description
The Transactions on Pattern Languages of Programming subline aims to publish papers on patterns and pattern languages as applied to software design, development, and use, throughout all phases of the software life cycle, from requirements and design to implementation, maintenance and evolution. The primary focus of this LNCS Transactions subline is on patterns, pattern collections, and pattern languages themselves. The journal also includes reviews, survey articles, criticisms of patterns and pattern languages, as well as other research on patterns and pattern languages. This book, the third volume in the Transactions on Pattern Languages of Programming series, presents five papers that have been through a careful peer review process involving both pattern experts and domain experts. The papers present various pattern languages and a study of applying patterns and represent some of the best work that has been carried out in design patterns and pattern languages of programming over the last few years.

Learn Design Patterns with Game Programming

Learn Design Patterns with Game Programming PDF Author: Philippe-Henri Gosselin
Publisher: Afnil - ISBN France
ISBN:
Category : Computers
Languages : en
Pages : 510

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Book Description
Design Patterns are powerful tools for the creation of robust and scalable software. Presented one by one, patterns are easy to understand, even for a beginner. However, using and combining them in a complex application is much more difficult.In this book, we focus on the creation of video games: a complete example game and our own game. During the presentation of these developments, we see concepts from the most simple to the most complex. We start with the basics of data representation and elements of graphic user interfaces. In this scope, we make use of popular patterns. Then, we see more advanced patterns for the design of the video game engine. At this step, we create combinations of existing patterns and techniques to solve all problems. To succeed, the software architect has to develop skills in design that lead to new patterns dedicated to its current project. This work continues with even more advanced cases with the implementation of artificial intelligence and network gaming.Only basic knowledge of object programming is required to start reading this book. A complete game example, divided into many sub-steps, is provided with this book. Beginners can use parts of the game example to create their game, and more experimented programmers can work from scratch.More details on https: //www.patternsgameprog.com/boo