1st Edition

The Ludotronics Game Design Methodology From First Ideas to Spectacular Pitches and Proposals

By J. Martin Copyright 2024
276 Pages 65 B/W Illustrations
by CRC Press

276 Pages 65 B/W Illustrations
by CRC Press

276 Pages 65 B/W Illustrations
by CRC Press

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... Read more

Phase 01: Preliminaries

1. Level One: The Thing

2. Level Two: The Map

3. Level Three: The Stage

Phase 02: Preparations

1. Level One: Spawning Ideas

2. Level Two: Panning for the Core

3. Level Three: Tough Investigations

4. Level Four: An Army of Avatars

5. Level Five: Enter the Value Matrix

6. Level Six: Serve with Distinction

Phase 03: Procedures

1. Level One: The Enchanted Theme

2. Level Two: The Design-Driven Goal

3. Level Three: The Desire-Driven Goal

Phase 04: Processes

1. Level One: Integral Perspectives I

2. Level Two: Interactivity

3. Level Three: Plurimediality

4. Level Four: Narrativity

5. Level Five: Architectonics

6. Level Six: Integral Perspectives II

Phase 05: Propositions

1. Level One: Prototyping

2. Level Two: Polishing

3. Level Three: Presenting

Phase 06: Postmortems

1. Level One: References

2. Level Two: Rightsholders

3. Level Three: Responses

Biography

J. Martin is Professor of Game Design at the Mediadesign University for Applied Sciences, Düsseldorf, Germany.