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Introduction to Game Systems Design
Dax Gazaway
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This book is dedicated to my game family. This includes those who raised me as a gamer, those who have been with me through this journey, and those who took me under their wing as I learned the professional trade. Thank you to everyone.
Preface
This book covers the basic aspects of game system design in plain English. It uses numerous examples and analogies to help guide you through topics that might seem intimidating at first but are totally within your reach. The book focuses on learning how to use spreadsheets for system design. It covers the basics and best practices for using spreadsheets to make complex game data more manageable.
Who This Book Is For
The primary audience for this book is aspiring game designers who are new to doing system design and interested in learning more. It is assumed that anyone starting this book already understands basic mathematics. But, beyond that, there are no presumptions for prior game design learning. This book is made to guide someone with a basic high school education from being a complete novice to becoming a practicing system designer.
The following are some of the groups of people who could benefit from the methods described in this book:
Aspiring professional video game system designers
Game masters/dungeon masters
Hobbyist video game designers
Designers of pen-and-paper RPGs and other analog games
Experienced level designers who want more system design knowledge
Programmers/engineers who will be working with system designers
High school educators who want to connect games with math for students
Producers/lead designers who want to better understand systems
How To Use This Book
This book is written to be read from beginning to end if you are starting fresh, without much prior knowledge of game systems. Its also made to be a reference book that you can jump around in and pick up useful bits of information, even if you are an experienced system designer. The best method for absorbing the information would be to read through the book once, working in a spreadsheet as xxiyou go, and then come back to the book as you create your next game for guidance on the complex tasks required to fully realize your game.