Making **games** can be as simple as playing your own "house rules" version of Rock Paper Scissors. Making **video games** is usually far more complicated. The intent of this book and included resources is to get close to that simple approach: play and change a video game to make it your own.
Go at your own pace and choose your own path along the way. You can read straight through if you'd like. However this book has decision points along the way, that allow you to take your own path through the work.
Learn by doing. Hands-on construction of video games. This book has a variety of illustrations, audio, and code resources to present video game design and development ideas. Explore the material in anyway you find most helpful.
Who is this book for? Do I need to be a gamer, coder, or artist? This book is for anyone curious about making video games. It's for anyone who wants to invent their own rules, art, and/or sound and have it live within a video game.
50 achievements await, including 5 extra difficult CHALLENGE ACHIEVEMENTS. All 50 achievements help you track your progress learning and exploring.
Topics include game design, web development basics, learning to code, learning to change the look, sound, and behavior of the game Underwater Tomato Ninja.
Rob Stenzinger is a user experience designer, illustrator, creative coder, and podcaster. He lives in sometimes boiling, sometimes frozen Minnesota with his wife, daughter and cat in a house full of video games, musical instruments, and art supplies.
He believes that gaming gives us a platform to explore and learn art, science, math, design, storytelling, most anything really.
In addition to providing User Experience and Game Design consulting, Rob is the creator of the comic [Art Geek Zoo: The Way of Sound](http://agz.me), the video game [Guitar Fretter](http://guitarfretter.com) and co-host of the [Lean Into Art Cast](http://leanintoart.com).
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design
The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases relevant new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and multiple-choice quizzes.
This innovative, comprehensive book examines the user-centered design process from the perspective of a designer. With rich imagery,Interactive Designintroduces the different UX players, outlines the user-centered design process from user research to user testing, and explains through various examples how user-centered design has been successfully integrated into the design process of a variety of design studios worldwide.