The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals

This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.

The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net.

This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.

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The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals

This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.

The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net.

This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.

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The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals

The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals

by J. Martin
The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals

The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals

by J. Martin

eBook

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Overview

This book supports readers to transition to more advanced independent game projects by deepening their understanding of the concept development process. It covers how to make concepts sufficiently viable, ambitious, and innovative to warrant the creation of a polished prototype in preparation of a publisher pitch.

The book is divided into six sections. After a brief tutorial (Preliminary Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net.

This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.


Product Details

ISBN-13: 9781000925432
Publisher: CRC Press
Publication date: 08/24/2023
Sold by: Barnes & Noble
Format: eBook
Pages: 264
File size: 4 MB

About the Author

J. Martin is Professor of Game Design at the Mediadesign University for Applied Sciences, Düsseldorf, Germany.

Table of Contents

Phase 01: Preliminaries

1. Level One: The Thing

2. Level Two: The Map

3. Level Three: The Stage

Phase 02: Preparations

1. Level One: Spawning Ideas

2. Level Two: Panning for the Core

3. Level Three: Tough Investigations

4. Level Four: An Army of Avatars

5. Level Five: Enter the Value Matrix

6. Level Six: Serve with Distinction

Phase 03: Procedures

1. Level One: The Enchanted Theme

2. Level Two: The Design-Driven Goal

3. Level Three: The Desire-Driven Goal

Phase 04: Processes

1. Level One: Integral Perspectives I

2. Level Two: Interactivity

3. Level Three: Plurimediality

4. Level Four: Narrativity

5. Level Five: Architectonics

6. Level Six: Integral Perspectives II

Phase 05: Propositions

1. Level One: Prototyping

2. Level Two: Polishing

3. Level Three: Presenting

Phase 06: Postmortems

1. Level One: References

2. Level Two: Rightsholders

3. Level Three: Responses

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