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- 07-2015 Integrating for Entertainment
- 07-2015 The Key Components of Video Games
- 07-2015 User Interface
- 07-2015 The Structure of a Video Game
- 07-2015 . Shell Menus and Screens
- 07-2015 The Stages of the Design Process
- 07-2015 The Concept Stage
- 07-2015 The Elaboration Stage
- 07-2015 The Tuning Stage
- 07-2015 The Game Design Team Roles
- 07-2015 . The Game Design Documents
- 07-2015 Types of Design Documents
- 07-2015 The Anatomy of a Game Designer
- 07-2015 Mathematical Competence
- 07-2015 General Knowledge and the Ability to Research
- 07-2015 The Ability to Synthesize
- 07-2015 Game Concepts
- 07-2015 Game Ideas from Other Media
- 07-2015 Game Ideas from Other Games
- 07-2015 Communicating Your Dream to Others
- 07-2015 From Idea to Game Concept
- 07-2015 The Player's Role
- 07-2015 Defining the Role
- 07-2015 Choosing a Genre
- 07-2015 The Classic Game Genres
- 07-2015 Hybrid Games
- 07-2015 Defining Your Target Audience
- 07-2015 Dangers of Binary Thinking
- 07-2015 Core Versus Casual
- 07-2015 Other Distinctions
- 07-2015 Progression Considerations
- 07-2015 Types of Game Machines
- 07-2015 Home Game Consoles
- 07-2015 Personal Computers
- 07-2015 Handheld Game Machines
- 07-2015 Mobile Phones and Wireless Devices
- 07-2015 Other Devices
- 07-2015 Game Worlds
- 07-2015 The Purposes of a Game World
- 07-2015 The Dimensions of a Game World
- 07-2015 The Temporal Dimension
- 07-2015 The Environmental Dimension
- 07-2015 The Emotional Dimension
- 07-2015 The Ethical Dimension
- 07-2015 Understanding Attributes
- 07-2015 Creative Play
- 07-2015 Freeform Creative Play and Sandbox Mode
- 07-2015 Storytelling Play
- 07-2015 Game Modifications
- 07-2015 Character Development
- 07-2015 The Goals of Character Design
- 07-2015 The Relationship Between Player and Avatar
- 07-2015 Player-Designed Avatar Characters
- 07-2015 Specific and Nonspecific Avatars
- 07-2015 The Effects of Different Control Mechanisms
- 07-2015 Designing Your Avatar Character
- 07-2015 Visual Appearances
- 07-2015 Character Physical Types
- 07-2015 Clothing, Weapons, Symbolic Objects, and Names
- 07-2015 Color Palette
- 07-2015 Character Depth
- 07-2015 Role, Attitudes, and Values
- 07-2015 Character Dimensionality
- 07-2015 Character Growth
- 07-2015 Character Archetypes
- 07-2015 Audio Design
- 07-2015 Voice and Language
- 07-2015 Storytelling and Narrative
- 07-2015 Why Put Stories in Games?
- 07-2015 Key Concepts
- 07-2015 Narrative
- 07-2015 DESIGN RULE Noninteractive Sequences Must Be Interruptible
- 07-2015 Dramatic Tension and Gameplay Tension
- 07-2015 DESIGN RULE Randomness and Repetition Destroy Dramatic Tension
- 07-2015 Linear Stories
- 07-2015 Nonlinear Stories
- 07-2015 Foldback Stories
- 07-2015 Emergent Narrative
- 07-2015 CHARACTER-AGNOSTIC PLOTS AND KING OF DRAGON PASS
- 07-2015 PREMATURE ENDINGS DON’T COUNT!
- 07-2015 Granularity
- 07-2015 Mechanisms for Advancing the Plot
- 07-2015 The Story as a Journey
- 07-2015 The Story as a Drama
- 07-2015 Emotional Limits of Interactive Stories
- 07-2015 Emotional Limits of Avatar-Based Games
- 07-2015 Scripted Conversations and Dialog Trees
- 07-2015 Structure of a Dialog Tree
- 07-2015 Design Issues for Dialog Trees
- 07-2015 Benefits of Scripted Conversations
- 07-2015 When to Write the Story
- 07-2015 Other Considerations
- 07-2015 Episodic Delivery
- 07-2015 User Interfaces
- 07-2015 Player-Centric Interface Design
- 07-2015 Some General Principles
- 07-2015 What the Player Needs to Know
- 07-2015 What the Player Wants to Do
- 07-2015 The Design Process
- 07-2015 Choosing a Screen Layout
- 07-2015 Telling the Player What He Needs to Know
- 07-2015 Letting the Player Do What She Wants to Do
- 07-2015 Managing Complexity
- 07-2015 Depth Versus Breadth
- 07-2015 Context-Sensitive Interfaces
- 07-2015 Avoiding Obscurity
- 07-2015 Interaction Models
- 07-2015 Camera Models
- 07-2015 The 3D Versus 2D Question
- 07-2015 First-Person Perspective
- 07-2015 Third-Person Perspective
- 07-2015 Aerial Perspectives
- 07-2015 Other 2D Display Options
- 07-2015 Visual Elements
- 07-2015 Feedback Elements
- 07-2015 Character Portraits
- 07-2015 Audio Elements
- 07-2015 Sound Effects
- 07-2015 Ambient Sounds
- 07-2015 Dialog and Voiceover Narration
- 07-2015 Input Devices
- 07-2015 Terminology
- 07-2015 Story and Spatial Structure
- 07-2015 The Need to Produce Content
- 07-2015 WHY DO WE HAVE CHARACTER LEVELS?
- 07-2015 Magic and Its Equivalents
- 07-2015 Skills and Special Capabilities
- 07-2015 USING SKILL TREES
- 07-2015 The Game World and Story
- 07-2015 . The Presentation Layer
- 07-2015 User Interface
- 07-2015 Design Practice case study
- 07-2015 Design Practice questions
- 07-2015 Sports Games
- 07-2015 Game Features
- 07-2015 Game Structure
- 07-2015 Gameplay and Rules
- 07-2015 Competition Modes
- 07-2015 Victory and Loss Conditions
- 07-2015 Opportunities for Creative Play
- 07-2015 Miscellaneous Issues
- 07-2015 Core Mechanics
- 07-2015 Physics for Sports Games
- 07-2015 Rating the Athletes
- 07-2015 Athlete AI Design
- 07-2015 Arcade Mode Versus Simulation Mode
- 07-2015 Simulating Matches Automatically
- 07-2015 The Game World
- 07-2015 Licenses, Trademarks, and Publicity Rights
- 07-2015 Audio Commentary
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