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

    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 Phase), readers embark on a journey along the book’s methodology. They travel through successive conceptual phases (Preparations, Procedures, Processes, and Propositions); advance through levels and action beats in each of these phases; master challenges (conceptual tasks) and overcome level bosses (design decisions) that become successively harder; collect items (fulfilled documentation tasks); and “win” the game by having progressed from a raw, initial idea to a full-fledged, polished game treatment. Additional resources for the book are available at ludotronics.net.

    This book is designed to support junior and senior year BA or MA students in game design programs, as well as novice indie developers and those in the early stages of their game design career.

    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


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