Ernest AdamsThe Designer's Notebook

Books

Fundamentals of Game Design, Third Edition

"Yours is the only textbook that I don't have to make my students read."

Fundamentals 3e cover, medium

What's New in the Third Edition

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About the Book

Fundamentals of Game Design has been adopted at:

... and probably more that I don't know about!

A Few Testimonials

"It's amazing how everything you are writing just clicks, like a key in a lock! It was swell to read 200 pages in one day!"

— Johannes Bengtsson, student

"In this updated edition of Fundamentals of Game Design, Adams adds much to what was already a thorough look at game design in all its varieties. The result is a veritable feast of design lessons sure not only to satisfy the budding designer's appetite, but also to refine her palate."

—Ian Bogost, Georgia Institute of Technology

"Fundamentals of Game Design was already an essential book for designers. Adams provided a solid foundation for new designers to build on, by offering clear, pragmatic advice, exercises and wisdom to a subject often shrouded in mystery. This updated version is a must read for game designers of all levels of experience."

— Adam Mayes, Subject Responsible for Game Design, University of Uppsala, Sweden

"Ernest writes in a way that is very down to earth and approachable to students. It is obvious that he has 'been there and done that' and his real-world, unpretentious approach to the material is what makes this text so accessible."

—Andrew Phelps, Rochester Institute of Technology

Fundamentals of Game Design, Third Edition is an introductory textbook aimed at undergraduates and junior professionals (and even seasoned pros may learn a few things). My goal is to teach practical design for commercial video games, using an approach called player-centric game design. I have tried to write in a way that is precise yet pragmatic and above all, readable. This is not a dry academic tome (though I do include references), nor is it a how-to book for mod-builders. It's about game design from concept formation to final tuning, for people who are serious about their profession.

The book discusses all the major aspects of game design such as gameplay, mechanics, worlds, characters, user interfaces, level design and storytelling. It also teaches readers how to understand what motivates different kinds of players, the various kinds of machines, and the markets for games, including the new casual business models. It is also one of the few books to address world markets, and to consider the needs of players with disabilities. The book ends with a chapter on the special challenges of designing for online play. You can read the first-level table of contents here.

The New Material

I revised all the chapters from the second edition, but also wrote big chunks of new material for many of them. These are the major additions:

Understanding Your Player. This introduces Jason VandenBerghe's theory of player motivation, as well as a way of thinking about how dedicated ("hardcore") players are.

Understanding Your Machine. The arrival of mobile devices has considerably widened, but also complicated, the kinds of games we can design. This chapter introduces the major game platforms.

Making Money From Your Game. This chapter looks at the strengths and weaknesses of various business models for games, including both the traditional direct payment models such as retail and digital distribution, and indirect ones such as freemium models and advertising supported games.

Mechanics. Building on the work Joris Dormans and I did in our book Game Mechanics: Advanced Game Design, I've added new sections on progression, tactical maneuvering, and social interaction. I also included a brief introduction to the Machinations design framework.

User Interfaces. I added more information on touch screens to this chapter, and also a section on the Microsoft Kinect.

First-Level Table of Contents

Introduction

1 Games and Video Games

2 Designing and Developing Games

3 The Major Genres

4 Understanding Your Player

5 Understanding Your Machine

6 Making Money from Your Game

7 Game Concepts

8 Game Worlds

9 Creative and Expressive Play

10 Character Development

11 Storytelling

12 Creating the User Experience

13 Gameplay

14 Core Mechanics

15 Game Balancing

16 General Principles of Level Design

17 Design Issues for Online Gaming

Glossary

References

Index