Course Introduction Course Project Info. Syllabus Your Current Grade Extra Credit Ideas 1: Hist. of Games 1 2: Hist of Games 2 3: Defining Games 4: Design; Reviews 5: Project Sequence 6: Who Does What 1 7: Who Does What 2 8: Birth of a Notion 9: Pre-planning Docs 10: Marketing; Analog 11: Presentations
 

Survey of the Game Industry

Week 4 Homework: Defining Games

 

“The best way to learn games is to play games. The best way to make games is to work.” – Alan Emrich

 


 

Your Weekly Homework:

Be sure to read the Review Sheet (which contains more information than the classroom lectures and you are responsible for knowing everything presented here) and the Required Reading section of the web site.


 

Course textbook: Game Development Essentials: An IntroductionCourse Textbook, Game Development Essentials: An Introduction

Chapter 3, Game Elements: The information in this chapter is an important supplement to next week’s lesson! With it, you’ll pour the mental concrete needed for a firm foundational knowledge of the vast panoply of games. The subjects covered include: Goals, Platforms, Time Intervals, Player Modes, Genres, Markets, and Concept Development & Documentation (the latter of which you’ll be doing a lot of in this class in the weeks ahead).

 

 


Game Career Info. Bibliography Game Biz Quotes Game Making Tools Design Glossary Producer Glossary Top 10 Reasons Editorial Latin Practical Latin Practical Yiddish Where I get Games Emrich Home Page