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Game Design Perspectives
47 Articles, Edited by Fran�ois Dominic Laram�e, 2002.


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Design Documents

Writing Effective Design Treatments

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Online Design Documents

Drew Sikora
Game Design Perspectives, 2002.

Writing the Adventure Game

Bruce Onder
Game Design Perspectives, 2002.

The Designer's Best Friends

John Dennis
Game Design Perspectives, 2002.

When Good Design Goes Bad

John Dennis
Game Design Perspectives, 2002.




Game Design Theory

World Building: From Paper to Polygons

Joshua Mosqueira
Game Design Perspectives, 2002.

Balancing Gameplay Hooks

Geoff Howland
Game Design Perspectives, 2002.

Meaningful Game Mechanics

Charlie Cleveland
Game Design Perspectives, 2002.

Know Your Meta-Game

Sim Dietrich
Game Design Perspectives, 2002.

Pros and Cons of Hit Point Systems

Jonathon Schilpp
Game Design Perspectives, 2002.

Alternatives to Numbers in Game Design Models

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Increasing Challenge without Frustrating Players

Marcin Szymanski
Game Design Perspectives, 2002.

Nine Trade-Offs of Game Design

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Pacing in Action Games

Joe Hitchens
Game Design Perspectives, 2002.

Adapting Licensed Properties

Daniel Tanguay and Brent Boylen
Game Design Perspectives, 2002.

Warning Signs of Faulty Game Design

Sim Dietrich
Game Design Perspectives, 2002.

Elements of Level Design

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.




User Interfaces

Six Principles of User Interaction

Sim Dietrich
Game Design Perspectives, 2002.

Breaking the Looking Glass: Designing User Interfaces for 3D Computer Games

Sean Timarco Baggaley
Game Design Perspectives, 2002.

Camera Control Systems for 3D Games

Wayne Imlach
Game Design Perspectives, 2002.

Learning Artistic Articulation without Reinventing the Wheel

Adam Baratz
Game Design Perspectives, 2002.

The Game Save

Wayne Imlach
Game Design Perspectives, 2002.




Genres and Platforms

Turn-Based Game Design

Bruce Onder
Game Design Perspectives, 2002.

Wireless Game Design

Stefan Pettersson
Game Design Perspectives, 2002.

Designing Gameplay for Interactive Television

Bruce Onder
Game Design Perspectives, 2002.

Memory-Friendly Design for Small Platforms

Alexandre Ribeiro
Game Design Perspectives, 2002.

Online Interaction Patterns

Markus Friedl
Game Design Perspectives, 2002.

Special Issues in Multiplayer Game Design

Joe Hitchens
Game Design Perspectives, 2002.

Online Persistence in Game Design

Drew Sikora
Game Design Perspectives, 2002.




Characters and Storytelling

Storytelling in Computer Games

Drew Sikora
Game Design Perspectives, 2002.

Show and Tell: Applying Screenwriting Techniques to Computer Games

Sean Timarco Baggaley
Game Design Perspectives, 2002.

Comedy in Games

Fran�ois Dominic Laram�e
Game Design Perspectives, 2002.

Storytelling in Level-Based Game Design

Bruce Onder
Game Design Perspectives, 2002.




The User Community

But What If the Player Is Female?

Sheri Graner-Ray
Game Design Perspectives, 2002.

Designing for Online Community

David Michael
Game Design Perspectives, 2002.

Character Interaction Outside the Game World

Ben Carter
Game Design Perspectives, 2002.

Utilizing the Consumer-Making the Most of Modding

Wayne Imlach
Game Design Perspectives, 2002.

Following Up after the Game Is Released: It�s Not over When It�s Over

Tom Sloper
Game Design Perspectives, 2002.

Games for Young Children

Ruud van de Moosdjik
Game Design Perspectives, 2002.




Managing a Game Development Business

Building (and Keeping) a Great Game Development Team

Barbara Walter
Game Design Perspectives, 2002.

Showing Publishers What They Want to See

Jay Powell
Game Design Perspectives, 2002.

Introduction to Contract Negotiation

Jay Powell
Game Design Perspectives, 2002.

Negotiating a Freelance Game Design Contract

Bruce Onder
Game Design Perspectives, 2002.

Keeping Your Team Motivated

Geoff Howland
Game Design Perspectives, 2002.

Managing External Development Teams: Hand Me the Remote

Tom Sloper
Game Design Perspectives, 2002.

Total Quality Control in Game Development

Chris Campbell
Game Design Perspectives, 2002.

Using Focus Groups to Proof Design Ideas

Charlie Cleveland
Game Design Perspectives, 2002.

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