Preface
How to Use This Book
Pattern Library Website
Acknowledgements
Author
Illustrator
Section I - Introduction
Chapter 1 - Introduction
Section II - Background
Chapter2 - Alexandrian Patterns
Chapter 3 - Other Fields
Chapter 4 - Game Design
Section III - An Introduction to Patterns in Game Design
Chapter 5 - Example Pattern
Chapter 6 - Pattern Template
Chapter 7 - Pattern Library
Chapter 8 - Teaching Yourself or Students with Pattern Languages
Section IV - Introductory Pattern Exercises
Chapter 9 - Intro to Exercises
Chapter 10 - Problems
Chapter 11 - Basic Pattern Exercise
Chapter 12 - Structural Exercises (2-8)
Chapter 13 - Focused Patterns (9-12)
Chapter 14 - Patterns That Break the Mold (13-15)
Section V - The Fifteen Properties
Chapter 15 - Taking a Step Back
Chapter 16 - Fifteen Fundamental Properties of Wholeness
Section VI - Advanced Pattern Generation Exercises
Chapter 17 - Advanced Pattern-Generation Exercises (16-24)
Section VII - Patterns for Game Mechanics
Chapter 18 - Atomic Theory of Game Mechanics (25-33)
Section VIII - How Our Patterns Relate to Ourselves and the World
Chapter 19 - Implications of Patterns as a Design Framework
Section IX - Advanced Patterns for Game Mechanics
Chapter 20 - Patterns on the Consequences of Mechanics
Section X - Building a Language
Chapter 21 - Integrating Patterns from Other Sources
Chapter 22 - Connecting Patterns into a Language
Chapter 23 - Organizing and Maintaining a Pattern Language
Chapter 24 - Creating New Pattern Exercises
Chapter 25 - Exercise for Extracting Patterns from Written Analysis
Chapter 26 - Extracting Patterns from Designer Experience
Chapter 27 - Designing with a Pattern Language
Afterword
References
Biography
Christopher Barney is an industry veteran with over a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics ranging from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Chris built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, LARP design, board games, and tabletop RPGs. An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com. He currently serves as a professor of game design at Northeastern University in Boston.






