100 Principles of Game Design

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  • Edition: 1st
  • Format: Paperback
  • Copyright: 2012-12-18
  • Publisher: New Riders
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Game designers spend many hours solving design problems but are often unaware that many of the problems they are solving have been encountered and solved countless times before. The best solutions may still require additional steps but there are common principles to many of the approaches that game designers can use for inspiration. Written by a team of instructors at a top games school in the U.S., Game Design Principlesis the first one-stop reference book for seasoned designers or beginning design students to turn to when the going gets tough, or any time they need a little inspiration to solve a problem. These universal, general design principles are gleaned from fields as disparate as architecture, neuroscience, and marketing, and brought together and presented in ways game designers can apply directly to games. The book focuses on finite, individual principles rather than broader ideas and approaches. Richly designed with infographics, illustrations, and schematics, each principle is easy to understand and memorable. Game Design Principlesis specifically designed to itemize, describe, and explain the principles behind the process of designing video games. You'll carry it with you as an essential guide on your game design adventure.

Author Biography

Wendy Despain is a contract game designer, writer and teacher who has wide experience in games and viral media. Her credits include narrative designer on "Gardens of Time," named the Best Social Game of 2011 by GDC Online, and consultant on the design of Cartoon Network's successful MMO "Fusion Fall." Despain was also the lead designer andproducer on Alternative Reality Games (ARG's) for Gene Roddenbery's "Andromeda" and "Earth: Final Conflict," and served as writer and/or designer on a variety of children's games such as "Bratz: Forever Diamondz" and "Jakers! The Adventures of Piggley Winks." She runs her own consultancy called Quantum Content, works in association with International Hobo, and teaches online classes to game design students at Full Sail University.

Table of Contents

Introduction - What is this book? How to use it.

Universal Principles For The Design Process

Design by committee
The 80/20 Rule
The four ways to be creative

Universal Principles For Game Creation

Operant conditioning - the Skinner Box
Rock Paper Scissors (game theory)
Volunteer’s Dilemma (game theory)
Memory games vs. Skill games
Theories of fun
Cognitive Biases - Anchoring Bias, Availability Bias, Confirmation Bias, Commision Bias
Motivation via: Food/Sex/Movement/Faces/Stories/Surprise

Universal Principles For Game Balancing

Conspicuous Consumption
The “Strong Tie”

Universal Principles For Troubleshooting

Attention Vs. Perception
Instant/Delayed Gratification
Seven Universal Emotions
Cultural Conundrums

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