FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
Who Is This Book For?
This book is aimed at anyone who is interested in designing video and computer games but doesn't know how to begin. More specifically, it is intended for university students and junior professionals in the game industry. Although it is a general, introductory text, more experienced professionals may find it a useful reference as well.
My only explicit prerequisite for reading the book is some knowledge of video games, especially the more famous ones. It would be impossible to write a book on game design for someone who has never played a game; I have to assume basic familiarity with video games and game hardware. For a thorough and deeply insightful history of video games, read Steven Poole's Trigger Happy: Videogames and the Entertainment Revolution (Poole, 2004).
I do expect that you are able to write succinctly and unambiguously; this skill is an absolute requirement for a game designer, and many of the exercises are writing assignments. I also expect you to be familiar with basic high school algebra and probability; you'll find this especially important when you study the chapters on core mechanics, game balancing, and strategy games.
The book assumes that you are designing an entire game by yourself. I have two reasons for taking this approach. First, to become a skilled game designer, you should be familiar with all aspects of design, so I cover the subject as if you will do it all. Second, even if you do have a team of designers, I cannot tell you how to structure or manage your team beyond a few generalities. The way you divide up their responsibilities will depend a great deal on the kind of game you are designing and the skills of the individuals on the team. From the standpoint of teaching the material, it is simplest to write it as if one person will do all the work.