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Game Design Patterns
Price $5.95
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Weight 6 lb, 12 oz
SKU GDC-03-109
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Description
Game Design Patterns,
796

Game Design, Lecture

Bernd Kreimeier
,

Jussi Holopainen
Research Manager, Nokia Research Center

Staffan Björk
Ph.D.,
There is consensus in parts of the game design community that developing semi-formal and formal game design methods would serve us well: we have to advance the way we discuss game design. This double-hour session introduces methods based on the Alexandrian notion of design patterns. Patterns have been applied to problem domains such as architecture and software engineering, and Alexander's work has been referenced in discussions of level design and level architecture. The speakers present methods that employ game design patterns as a tool to analyze, document, and discuss game design techniques and recurring game elements. Making recurring design devices explicit is a powerful means to aid and organize the development process, enabling designers to expand the conceptual space in which they plan and evaluate. Patterns can also be used in a normative way comparable to the rules of the "400 Project", yet patterns address competing design imperatives explicitely. The lecture focuses on practical use, and includes workshop-like elements. Patterns, like any formal method, are only useful as long as reasonable effort suffices to acquire and apply the technique, and as long as the application can be tailored to project specific needs. Individual patterns, and small pattern collections, will be discussed foremost as examples. No attempt at defining a "canonical pattern language" is intended. The large variety of game genres, and within each genre, of game design objectives, make it difficult, possibly counterproductive, to attempt to impose comprehensive pattern collection, especially as patterns can turn out to be very specific to the given project or the individuals involved.

Attendees learn how to recognize and harvest patterns, how to define and refine them for documentation, and how to apply them. The goal is to hand designers another tool to evaluate and communicate within a team in the course of their day-to-day design work.

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