Situational Game Design

Regular price €173.60
A01=Brian Upton
Active Constraints
Anticipatory Play
Author_Brian Upton
Board Game
Board Game Designers
Boss Battle
Brian Upton
Category=UG
Category=UGN
Category=UMK
Closure Play
Coherence Play
design
design heuristics games
Epistemological Cycle
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Expansion Play
experiential learning games
Game's Rules
Gameplay Situations
Game’s Rules
Horror Game
Implicit Goals
interactive
interactive narrative analysis
Internal Constraints
Interpretive Moves
Interpretive Play
ludic theory
narrative
Narrative Beat
Narrative Play
performative mechanics
Performative Moves
Play Back
Play spaces
player experience
player experience methodology
player-centric design
playfulness
Pre-existing Constraints
Racing Games
Situational Game Design
Story Beats
UI
UX
Vice Versa
video games

Product details

  • ISBN 9781138305182
  • Weight: 400g
  • Dimensions: 156 x 234mm
  • Publication Date: 02 Nov 2017
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.

Key Features

Introduces a new methodology of game design that concentrates on moment-to-moment player experience

  • Provides practical design heuristics for designing playful situations in all types of games
  • Offers groundbreaking techniques for designing non-interactive play spaces
  • Teaches designers how to create games that function as performances
  • Provides a roadmap for the evolution of games as an art form.
  • Brian Upton is 20-year veteran of the game industry.  He was one of the founders of Red Storm Entertainment where he designed the original Rainbow Six and Ghost Recon.  From 2002 to 2016 he worked as a senior game designer at Sony’s Santa Monica Studio, where he collaborated with external teams on innovative indie titles such as Fat Princess, Warhawk, Sorcery, Everybody Has Gone to the Rapture, Bound, and Here They Lie.  He currently is lead world designer at Tangent Games.