The Ludotronics Game Design Methodology: From First Ideas to Spectacular Pitches and Proposals
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Description
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. 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. Cover Half Title Title Page Copyright Page Contents Abbreviations & Acronyms Phase 01: Preliminaries Introduction Level One: The Thing Opening Beat 1: The Concept Beat 2: The Document Beat 3: The Vision Outlook Level Two: The Map Opening Beat 1: The Paradigm Perimeter, Dimensions, Territories Beat 2: The Center Ludotronics Beat 3: The Perimeter Thematic Unity and Market Research Beat 4: The Four Dimensions Game Mechanics, Ludology, Cinematology, Narratology Beat 5: The Four Territories Interactivity, Plurimediality, Narrativity, Architectonics Beat 6: The Methodology Consistency, Adaptability, Efficiency, Effectiveness Outlook Level Three: The Stage Opening Beat 1: All You Can Use Beat 2: All You Can Ask Beat 3: All You Can Include Outlook Phase 02: Preparations Introduction Level One: Spawning Ideas Opening Beat 1: Confusions Beat 2: Constituents Beat 3: Compartments Outlook Level Two: Panning for the Core Opening Beat 1: Priming Beat 2: Panning Beat 3: Parsing Outlook Level Three: Tough Investigations Opening Beat 1: Searching Beat 2: Studying Beat 3: Scouting Outlook Level Four: An Army of Avatars Opening Beat 1: Audiences Beat 2: Analytics Beat 3: Appearances Outlook Level Five: Enter the Value Matrix Opening Beat 1: Value Characteristics Beat 2: Value Sets Beat 3: Value Matrix Outlook Level Six: Serve with Distinction Opening Beat 1: Pitfalls Beat 2: Potentials Beat 3: Practice Outlook Phase 03: Procedures Introduction Level One: The Enchanted Theme Opening Beat 1: Experiences Beat 2: Effects Beat 3: Exercises Outlook Level Two: The Design-Driven Goal Opening Beat 1: Precepts Beat 2: Payoffs Beat 3: Patterns Outlook Level Three: The Desire-Driven Goal Opening Beat 1: Calls Beat 2: Contrasts Beat 3: Cases Outlook Phase 04: Processes Introduction Level One: Integral Perspectives I Opening Beat 1: Experience Beat 2: Motivation Beat 3: Emotion Outlook Level Two: Interactivity Opening Beat 1: Rules From Rules to Loops Beat 2: Reactions From Interactions to Complexity Beat 3: Revolutions From Cycles to Circuits Beat 4: Representations From Rules to Realism Beat 5: Readiness From Skills to Challenges Beat 6: Resolutions From Types to Tasks Outlook Level Three: Plurimediality Opening Beat 1: Style Squaring Efficacy with Enchantment Beat 2: Space Of POVs and Places Beat 3: Sound From Score to Speech Outlook Level Four: Narrativity Opening Beat 1: Arrangement Contrast and Congruence Beat 2: Allocation Function and Distribution Beat 3: Ambience Memos and Memories Outlook Level Five: Architectonics Opening Beat 1: Partitioning Quantifying and Qualifying Beat 2: Prime Positions Beginnings and Endings Beat 3: Paradigms Lost Mottos and Mantras Beat 4: Problem Space Paths and Possibilities Beat 5: Participation Pauses and Presence Beat 6: Personnel Personalities and Personifications Outlook Level Six: Integral Perspectives II Opening Beat 1: Goals Beat 2: Failure Beat 3: Rewards Outlook Phase 05: Propositions Introduction Level One: Prototyping Opening Beat 1: Assemble Beat 2: Assess Beat 3: Adjust Outlook Level Two: Polishing Opening Beat 1: Hypocenter Creating the Wave Beat 2: Epicenter Feeling the Wave Beat 3: Propagation Amplifying the Wave Outlook Level Three: Presenting Opening Beat 1: Display What You Show Beat 2: Delivery What You Say Beat 3: Documents What You Provide Outlook Phase 06: Postmortems Introduction Level One: References Works Cited Level Two: Rightsholders Games and Video Games Movies and TV Shows Music and Songs Company and Brand Names Level Three: Responses Index
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