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	|   |   | Game Design Perspectives47 Articles, Edited by Fran�ois Dominic Laram�e, 2002.
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 Design Documents
 
 
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Writing Effective Design Treatments | 
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Writing the Adventure Game | 
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The Designer's Best Friends | 
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When Good Design Goes Bad | 
 
 
 
 Game Design Theory
 
 
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World Building: From Paper to Polygons | 
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Meaningful Game Mechanics | 
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Pros and Cons of Hit Point Systems | 
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Alternatives to Numbers in Game Design Models | 
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Increasing Challenge without Frustrating Players | 
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Nine Trade-Offs of Game Design | 
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Adapting Licensed Properties | 
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Warning Signs of Faulty Game Design | 
 
 
 
 User Interfaces
 
 
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Six Principles of User Interaction | 
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Breaking the Looking Glass: Designing User Interfaces for 3D Computer Games | 
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Camera Control Systems for 3D Games | 
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Learning Artistic Articulation without Reinventing the Wheel | 
 
 
 
 Genres and Platforms
 
 
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Designing Gameplay for Interactive Television | 
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Memory-Friendly Design for Small Platforms | 
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Online Interaction Patterns | 
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Special Issues in Multiplayer Game Design | 
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Online Persistence in Game Design | 
 
 
 
 Characters and Storytelling
 
 
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Storytelling in Computer Games | 
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Show and Tell: Applying Screenwriting Techniques to Computer Games | 
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Storytelling in Level-Based Game Design | 
 
 
 
 The User Community
 
 
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But What If the Player Is Female? | 
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Designing for Online Community | 
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Character Interaction Outside the Game World | 
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Utilizing the Consumer-Making the Most of Modding | 
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Following Up after the Game Is Released: It�s Not over When It�s Over | 
 
 
 
 Managing a Game Development Business
 
 
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Building (and Keeping) a Great Game Development Team | 
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Showing Publishers What They Want to See | 
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Introduction to Contract Negotiation | 
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Negotiating a Freelance Game Design Contract | 
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Keeping Your Team Motivated | 
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Managing External Development Teams: Hand Me the Remote | 
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Total Quality Control in Game Development | 
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Using Focus Groups to Proof Design Ideas | 
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