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The Game Designer Handbook Series: Essential Guide to Becoming a Great Game Designer - Perfect for Aspiring Developers & Indie Studios
$9.34
$16.99
Safe 45%
The Game Designer Handbook Series: Essential Guide to Becoming a Great Game Designer - Perfect for Aspiring Developers & Indie Studios The Game Designer Handbook Series: Essential Guide to Becoming a Great Game Designer - Perfect for Aspiring Developers & Indie Studios
The Game Designer Handbook Series: Essential Guide to Becoming a Great Game Designer - Perfect for Aspiring Developers & Indie Studios
The Game Designer Handbook Series: Essential Guide to Becoming a Great Game Designer - Perfect for Aspiring Developers & Indie Studios
The Game Designer Handbook Series: Essential Guide to Becoming a Great Game Designer - Perfect for Aspiring Developers & Indie Studios
$9.34
$16.99
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Description
This book is for game designers of all experience levels and also for the teams, developers, and support staff they work with. It showcases the reality of what game designers actually do (or should be doing) and sheds light on some widespread misconceptions of the job. This is an easy-to-read, practical guide for the following people:Game Designers: Understand what Game Designers really own and the skills required to be successful. Anyone can design games but not everyone is a Game Designer. What distinguishes those two is the team. Game Designers are part of a passionate development team and working successfully with that team is as important as the game design itself. This book reveals how to successfully drive the gameplay experience from vision to final product. It also dives deeper into the skills required to inspire the team and build belief in the design.Future Game Designers: If you want to become a Game Designer because you believe you have great game ideas then you’ll be truly disappointed with the actual job. Your ideas aren't as important as your critical thinking and ability to design. In short, how you turn the millions of ideas already out in the world and the thousands of ideas the dev team already has into solid designs that solve the current problem, fit the vision’s goals, and enhance the gameplay experience. This book will further discuss the difference between Ideas and Designs as well as dive deep into the true day to day job of a Game Designer.Teams/Support: For everyone else already in game development but not on the design team, you'll be able to use the knowledge in this book to increase your understanding of game design and better your collaboration with the designers on your teams. After all, it's the game designer's job to inspire you. Great design means nothing without a team driving their passion into the product. The team is the designer's first customer. The moment they forget that, morale starts to fall and the game starts to suffer. But that doesn’t mean the customer is always right. This book will showcase what designers are expected to own and how they should always turn to the team for ideas and feedback.Whether you’re new to game design, looking to hone your skills, or dreaming of completely restructuring your design team’s philosophy, there’s something here for you. The ultimate goal of this book is to raise the role of Game Designer to a higher standard across the video game industry.
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Reviews
*****
Verified Buyer
5
Richard's book should be essential reading for studios that care about the underlying "passion" that leads to industry-leading games. Because it doesn't matter how strong the initial pitch is, how cool the tech is, how much funding the project has. Richard's argument is that game designers are necessary every single day in the project's lifecycle to tend to, foster, and kindle that passion in the team for whatever slice of the game they are responsible for delivering. This is a revelatory take take on game designers that you will not get at any GDC talk or Gamasutra article that I've seen, or even at many AAA studios.My favorite section of the book is the Core Skills section, which breaks down what a designer needs to do besides -do game design-. Again, Richard uses his decades of experience to shed light on an aspect that you just will not get anywhere online. You've probably heard from professionals or job listings that game design is a "collaborative role". What does that even mean? Richard explains what a designer needs to do for their team, so far as to break down an example schedule in which the designer incidentally spends none of their day doing formal design and all of their day collaborating with their team and communicating the vision.Richard's writing is not meandering, pandering, or elevated. It shows the brevity and clarity of a seasoned designer who has made a career out of effective communication to their team and to their players. I plowed through this book in a weekend and continue to leave it on my desk as a resource for day-to-day tasks at my studio. I hope you do the same.

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