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object:game design
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subject class:Game Dev


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OBJECT INSTANCES [0] - TOPICS - AUTHORS - BOOKS - CHAPTERS - CLASSES - SEE ALSO - SIMILAR TITLES

TOPICS

AUTH

BOOKS

IN CHAPTERS TITLE

IN CHAPTERS CLASSNAME

IN CHAPTERS TEXT

PRIMARY CLASS

subject
SEE ALSO

SIMILAR TITLES
game design
Game Design Document

DEFINITIONS



QUOTES [0 / 0 - 41 / 41]


KEYS (10k)


NEW FULL DB (2.4M)

   5 Anonymous
   4 Walter Isaacson
   3 Mackenzi Lee
   3 Katie Salen
   3 Jane McGonigal
   2 Satoshi Tajiri
   2 Klaus Teuber
   2 John Romero

*** NEWFULLDB 2.4M ***

1:Reality is broken. Game designers can fix it. ~ Jane McGonigal
2:The best game designers create feel at different levels of skill. ~ Anonymous
3:Game design cannot be learned from a book. It requires experience. ~ Anonymous
4:skill is the price of admission—and they trust in the game designer. ~ Anonymous
5:It is very important to lead the field and innovate in game design. ~ John Romero
6:I'm not planning a kickstarter game. And I'm not really a game designer. ~ Charles Stross
7:game design learning comes from observing the effects of small, isolated changes to a game. ~ Anonymous
8:I've always felt that 'game over' is a state of failure more for the game designer than from the player. ~ David Cage
9:We are at the point where game designers have become celebrities due to the size of the market they serve. ~ John Romero
10:I don't think I could ever stop being a game designer, that's just where my brain is going to be at until I'm in the coffin. ~ Chris Avellone
11:Our school design process attempts to harness strategic thinking around gaming and game design as an innovative curricular and learning ~ Katie Salen
12:A good game impresses you with what you're doing. I think that's a fundamental difference that I as a game designer need to recede in the background. ~ Sid Meier
13:Look at Shadow of the Colossus for example. What do we, as game designers, know about videogames? Well, we know a few things, we know boss battles suck. ~ Anonymous
14:Using Game Design and Systems Thinking
Everything I do in school connects to my life outside of school through a game design and systems perspective. ~ Katie Salen
15:No game designed to be played with the aid of personal servants by right-handed men who can't even bring along their dogs can be entirely good for the soul. ~ Bruce McCall
16:Salen, K. 2007b. "Gaming Literacies: A Game Design Study in Action." Journal of Educational Multimedia and Hypermedia 16, no. 3:301-322.
Salvia, J., and J. ~ Katie Salen
17:Until 1986, developing games was a mere hobby for me. Back then, I didn't know that game designers existed, because the designers' names didn't appear on the boxes. ~ Klaus Teuber
18:I have been wildly enthused about gaming since I was younger, and a career path I chose not to go down but did really consider was getting into programming and game design. ~ Trent Reznor
19:I'd advise all aspiring game designers not to aim for money when developing a game, because unfortunately it is very rare for game designers to be able to earn a living by developing analog games. ~ Klaus Teuber
20:If the game designer produces more content than he can consume per month, some fraction of the people will say more quests, more tests, more challenges, more whatever, and they will be compelled by it. ~ Max Levchin
21:What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real-world problems like computer and video game theorists? ~ Jane McGonigal
22:No Scrabble. More and more of his friends were playing it now, in a knowing ironic way, triple-word-score-craving freaks, but it seemed to him like a game designed expressly to make him feel stupid and bored. ~ David Nicholls
23:Video games provide an easy lead-in to computer literacy. They can get you thinking like a video game designer and can even lead to designing since many games come with software to modify the game or redesign it. ~ James Paul Gee
24:I sleep 12 hours and then work 24 hours. I've worked those irregular hours for the past three years. It's better to stay up day and night to come up with ideas. I usually get inspiration for game designing by working this schedule. ~ Satoshi Tajiri
25:I appreciate the sentiment that I am a popular woman in computer gaming circles; but I prefer being thought of as a computer game designer rather than a woman computer game designer. I don't put myself into gender mode when designing a game. ~ Roberta Williams
26:I had no special training at all; I am completely self-taught. I don’t fit the mold of a visual arts designer or a graphic designer. I just had a strong concept about what a game designer is – someone who designs projects to make people happy. That’s his purpose. ~ Toru Iwatani
27:I'm part of the first generation who grew up with manga [comics] and anime [animation], you know, after 'Godzilla.' I was absorbed with Ultraman on TV and in manga. The profession of game designer was created really recently. If it didn't exist, I'd probably be making anime. ~ Satoshi Tajiri
28:That’s because there is virtually nothing as engaging as this state of working at the very limits of your ability—or what both game designers and psychologists call “flow.”4 When you are in a state of flow, you want to stay there: both quitting and winning are equally unsatisfying outcomes. ~ Jane McGonigal
29:You’re trying to play a game designed by men. You’ll never win, because the deck is stacked and marked, and also you’ve been blindfolded and set on fire. You can work hard and believe in yourself and be the smartest person in the room and you’ll still get beat by the boys who haven’t two cents to rub together. ~ Mackenzi Lee
30:Finally, I want to thank all of the writers, filmmakers, actors, artists, musicians, programmers, game designers, and geeks whose work I’ve paid tribute to in this story. These people have all entertained and enlightened me, and I hope that—like Halliday’s hunt—this book will inspire others to seek out their creations. ~ Ernest Cline
31:CONTENTS Epigraph Characters Introduction: How This Book Came to Be CHAPTER ONE Childhood: Abandoned and Chosen CHAPTER TWO Odd Couple: The Two Steves CHAPTER THREE The Dropout: Turn On, Tune In . . . CHAPTER FOUR Atari and India: Zen and the Art of Game Design CHAPTER FIVE The Apple I: Turn On, Boot Up, Jack In . . . ~ Walter Isaacson
32:We absolutely need diversity [in game designers]. And not just diversity of gender, but diversity of cultures, of ethnicity, of sexuality. If we want to reach beyond the audience we have we've got to bring in more players, and to bring in more players we've got to bring in people who might be able to reach those players. ~ Brenda Romero
33:CONTENTS Epigraph Characters Introduction: How This Book Came to Be CHAPTER ONE Childhood: Abandoned and Chosen CHAPTER TWO Odd Couple: The Two Steves CHAPTER THREE The Dropout: Turn On, Tune In . . . CHAPTER FOUR Atari and India: Zen and the Art of Game Design CHAPTER FIVE The Apple I: Turn On, Boot Up, Jack In . . . CHAPTER SIX ~ Walter Isaacson
34:Epigraph Characters Introduction: How This Book Came to Be CHAPTER ONE Childhood: Abandoned and Chosen CHAPTER TWO Odd Couple: The Two Steves CHAPTER THREE The Dropout: Turn On, Tune In . . . CHAPTER FOUR Atari and India: Zen and the Art of Game Design CHAPTER FIVE The Apple I: Turn On, Boot Up, Jack In . . . CHAPTER SIX The Apple II: Dawn of a New Age CHAPTER SEVEN Chrisann and Lisa: He Who ~ Walter Isaacson
35:Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design. ~ Nathan Shedroff
36:CONTENTS Characters Introduction: How This Book Came to Be CHAPTER ONE Childhood: Abandoned and Chosen CHAPTER TWO Odd Couple: The Two Steves CHAPTER THREE The Dropout: Turn On, Tune In . . . CHAPTER FOUR Atari and India: Zen and the Art of Game Design CHAPTER FIVE The Apple I: Turn On, Boot Up, Jack In . . . CHAPTER SIX The Apple II: Dawn of a New Age CHAPTER SEVEN Chrisann and Lisa: He Who Is Abandoned . . . CHAPTER EIGHT Xerox and Lisa: Graphical User Interfaces ~ Walter Isaacson
37:...the video-game form is incompatible with traditional concepts of narrative progression. Stories are about time passing and narrative progression. Games are about challenge, which frustrates the passing of time and impedes narrative progression. The story force wants to go forward and the "friction force" of challenge tries to hold story back. This is the conflict at the heart of the narrative game, one that game designers have thus far imperfectly addressed by making story the reward of a successfully met challenge. ~ Tom Bissell
38:You're trying to play a game designed by men. You'll never win, because the deck is staked and marked, and also you've been blindfolded and set on fire. You can work hard and believe in yourself and be the smartest person in the room and you'll still get beat by the boys who haven't two cents to rub together. So if you can't win the game, you have to cheat. You operate outside the walls they've built to fence you in. You rob them in the dark, while they're drunk on spirits you offered them. Poison their waters and drink only wine. ~ Mackenzi Lee
39:You're trying to play a game designed by men. You'll never win, because the deck is stacked and marked, and also you've been blindfolded and set on fire. You can work hard and believe in yourself and be the smartest person in the room and you'll still get beat by the boys who haven't two cents to rub together. So if you can't win the game, you have to cheat. You operate outside the walls they've built to fence you in. You rob them in the dark, while they're drunk on spirits you offered them. Poison their waters and drink only wine. ~ Mackenzi Lee
40:It is fun to be around really, really creative makers in the second half of the chessboard, to see what they can do, as individuals, with all of the empowering tools that have been enabled by the supernova. I met Tom Wujec in San Francisco at an event at the Exploratorium. We thought we had a lot in common and agreed to follow up on a Skype call. Wujec is a fellow at Autodesk and a global leader in 3-D design, engineering, and entertainment software. While his title sounds like a guy designing hubcaps for an auto parts company, the truth is that Autodesk is another of those really important companies few people know about—it builds the software that architects, auto and game designers, and film studios use to imagine and design buildings, cars, and movies on their computers. It is the Microsoft of design. Autodesk offers roughly 180 software tools used by some twenty million professional designers as well as more than two hundred million amateur designers, and each year those tools reduce more and more complexity to one touch. Wujec is an expert in business visualization—using design thinking to help groups solve wicked problems. When we first talked on the phone, he illustrated our conversation real-time on a shared digital whiteboard. I was awed. During our conversation, Wujec told me his favorite story of just how much the power of technology has transformed his work as a designer-maker. ~ Thomas L Friedman
41:Elizabeth’s concern that Ian might insult them, either intentionally or otherwise, soon gave way to admiration and then to helpless amusement as he sat for the next half-hour, charming them all with an occasional lazy smile or interjecting a gallant compliment, while they spent the entire time debating whether to sell the chocolates being donated by Gunther’s for $5 or $6 per box. Despite Ian’s outwardly bland demeanor, Elizabeth waited uneasily for him to say he’d buy the damned cartload of chocolates for $10 apiece, if it would get them on to the next problem, which she knew was what he was dying to say.
But she needn’t have worried, for he continued to positively exude pleasant interest. Four times, the committee paused to solicit his advice; four times, he smilingly made excellent suggestions; four times, they ignored what he suggested. And four times, he seemed not to mind in the least or even notice.
Making a mental note to thank him profusely for his incredible forbearance, Elizabeth kept her attention on her guests and the discussion, until she inadvertently glanced in his direction, and her breath caught. Seated on the opposite side of the gathering from her, he was now leaning back in his chair, his left ankle propped atop his right knee, and despite his apparent absorption in the topic being discussed, his heavy-lidded gaze was roving meaningfully over her breasts. One look at the smile tugging at his lips and Elizabeth realized that he wanted her to know it.
Obviously he’d decided that both she and he were wasting their time with the committee, and he was playing an amusing game designed to either divert her or discomfit her entirely, she wasn’t certain which. Elizabeth drew a deep breath, ready to blast a warning look at him, and his gaze lifted slowly from her gently heaving bosom, traveled lazily up her throat, paused at her lips, and then lifted to her narrowed eyes.
Her quelling glance earned her nothing but a slight, challenging lift of his brows and a decidedly sensual smile, before his gaze reversed and began a lazy trip downward again.
Lady Wiltshire’s voice rose, and she said for the second time, “Lady Thornton, what do you think?”
Elizabeth snapped her gaze from her provoking husband to Lady Wiltshire. “I-I agree,” she said without the slightest idea of what she was agreeing with. For the next five minutes, she resisted the tug of Ian’s caressing gaze, firmly refusing to even glance his way, but when the committee reembarked on the chocolate issue again, she stole a look at him. The moment she did, he captured her gaze, holding it, while he, with an outward appearance of a man in thoughtful contemplation of some weighty problem, absently rubbed his forefinger against his mouth, his elbow propped on the arm of his chair. Elizabeth’s body responded to the caress he was offering her as if his lips were actually on hers, and she drew a long, steadying breath as he deliberately let his eyes slide to her breasts again. He knew exactly what his gaze was doing to her, and Elizabeth was thoroughly irate at her inability to ignore its effect.
The committee departed on schedule a half-hour later amid reminders that the next meeting would be held at Lady Wiltshire’s house. Before the door closed behind them, Elizabeth rounded on her grinning, impenitent husband in the drawing room. “You wretch!” she exclaimed. “How could you?” she demanded, but in the midst of her indignant protest, Ian shoved his hands into her hair, turned her face up, and smothered her words with a ravenous kiss.
“I haven’t forgiven you,” she warned him in bed an hour later, her cheek against his chest. Laughter, rich and deep, rumbled beneath her ear.
“No?”
“Absolutely not. I’ll repay you if it’s the last thing I do.”
“I think you already have,” he said huskily, deliberately misunderstanding her meaning. ~ Judith McNaught

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IN WEBGEN [10000/320]

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Nirvana(1997) - A computer virus endows Solo, the hero of a virtual reality game, with human consciousness thereby creating all kinds of headaches for his creator Jimi. The trouble begins in the futuristic metropolis of Northern Agglomerate three days before Christmas. With little time left, video-game designer Jim...
eXistenZ (1999) ::: 6.8/10 -- R | 1h 37min | Horror, Sci-Fi, Thriller | 23 April 1999 (USA) -- A game designer on the run from assassins must play her latest virtual reality creation with a marketing trainee to determine if the game has been damaged. Director: David Cronenberg Writer:
Mythic Quest: Raven's Banquet ::: TV-MA | 30min | Comedy | TV Series (2020 ) -- The owner of a successful video game design company and his troubled staff struggle to keep their hit game 'Mythic Quest' on top. Creators: Charlie Day, Megan Ganz, Rob McElhenney
https://dnd4.fandom.com/wiki/List_of_game_designers
https://logos.fandom.com/wiki/The_Game_Designers_Studio
https://rpgmuseum.fandom.com/wiki/Game_designer
Adam Powell (game designer)
Alan Miller (game designer)
Anne Brown (game designer)
Bill Bridges (game designer)
Brian Jackson (game designer)
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British Academy Games Award for Game Design
Charles Ryan (game designer)
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Chris Crawford on Game Design
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Collyer brothers (game designers)
Croc (game designer)
David Adams (video game designer)
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David Fox (game designer)
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Game design
Game design document
Game Designers' Workshop
Gary L. Thomas (game designer)
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Harvey Smith (game designer)
Howard Thompson (wargame designer)
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James Desborough (game designer)
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List of role-playing game designers
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Matt Ward (game designer)
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