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Dax Gazaway - Introduction to Game Systems Design

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As games grow more complex and gamers expectations soar, the discipline of game systems design becomes ever more important. Game systems designers plan a games rules and balance, its characters attributes, most of its data, and how its AI, weapons, and objects work and interact. Introduction to Game Systems Design is the first complete beginners guide to this crucial discipline. Writing for all aspiring game professionals, even those with absolutely no experience, leading game designer and instructor Dax Gazaway presents a step-by-step, hands-on approach to designing game systems with industry-standard tools. Drawing on his experience building AAA-level game systems (including games in the Star Wars and Marvel franchises), Gazaway covers all this, and more:
  • Exploring the essentials of game design and its emerging subdisciplines
  • Asking the essential questions at the heart of all design
  • Getting started with modern game system design tools, including the spreadsheets most professionals now use
  • Creating systems and data from a blank page
  • Populating and quantifying a world of data into a game
  • Tuning and balancing game systems
  • Testing game systems and data
  • Leveraging communication, psychology, and rewards within your games
  • Balancing game probability within systems

Whether youre a college freshman entering a game design program, an indie developer using Unreal or Unity, a Dungeon Master, or anyone who wants to really understand modern games, this guide will help you get where you want to go.

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Introduction to Game Systems Design

Introduction to Game Systems Design

Dax Gazaway

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The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

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Microsoft and/or its respective suppliers make no representations about the suitability of the information contained in the documents and related graphics published as part of the services for any purpose. All such documents and related graphics are provided as is without warranty of any kind. Microsoft and/or its respective suppliers hereby disclaim all warranties and conditions with regard to this information, including all warranties and conditions of merchantability, whether express, implied or statutory, fitness for a particular purpose, title and non-infringement. In no event shall Microsoft and/or its respective suppliers be liable for any special, indirect or consequential damages or any damages whatsoever resulting from loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of information available from the services. The documents and related graphics contained herein could include technical inaccuracies or typographical errors. Changes are periodically added to the information herein. Microsoft and/or its respective suppliers may make improvements and/or changes in the product(s)
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Library of Congress Control Number: 2021940285

Copyright 2022 Pearson Education, Inc.

All rights reserved. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. For information regarding permissions, request forms and the appropriate contacts within the Pearson Education Global Rights & Permissions Department, please visit www.pearson.com/permissions.

ISBN-13: 978-0-13-744084-9
ISBN-10: 0-13-744084-7

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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.

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