Pattern Language for Game Design

June 13, 2021
Pattern Language for Game Design

Chris Barney’s Pattern Language for Game Design builds on therevolutionary work of architect Christopher Alexander to showstudents, teachers, and game development professionals how toderive best practices in all aspects of game design. Using a seriesof practical, rigorous exercises, designers can observe and analyzethe failures and successes of the games they know and love to findthe deep patterns that underlie good design. From an in-depth lookat Alexander’s work, to a critique of pattern theory in variousfields, to a new approach that will challenge your knowledge andput it to work, this book seeks to transform how we look atbuilding the interactive experiences that shape us.Key Features:Background on the architectural concepts of patterns and aPattern Language as defined in the work of Christopher Alexander,including his later work on the Fifteen Properties of Wholeness andGenerative Codes.Analysis of other uses of Alexander’s work in computer scienceand game design, and the limitations of those efforts.A comprehensive set of example exercises to help the readerdevelop their own patterns that can be used in practical day-to-daygame design tasks.Exercises that are useful to designers at all levels ofexperience and can be completed in any order, allowing students toselect exercises that match their coursework and allowingprofessionals to select exercises that address their real-worldchallenges.Discussion of common pitfalls and difficulties with the patternderivation process.A guide for game design teachers, studio leaders, anduniversity departments for curating and maintaining institutionalPattern Languages.An Interactive Pattern Language website where you can sharepatterns with developers throughout the world(patternlanguageforgamedesign.com).Comprehensive games reference for all games discussed in thisbook.AuthorChris Barney is an industry veteran with more than a decade ofexperience designing and engineering games such as Poptropica andteaching at Northeastern University. He has spoken at conferences,including GDC, DevCom, and PAX, on topics from core game design tosocial justice. Seeking degrees in game design before formal gamedesign programs existed, Barney built his own undergraduate andgraduate curricula out of offerings in sociology, computer science,and independent study. In pursuit of a broad understanding ofgames, he has worked on projects spanning interactive theater,live-action role-playing game (LARP) design, board games, andtabletop role-playing games (RPGs). An extensive collection of hisessays of game design topics can be found on his development blogat perspectivesingamedesign.com.About the AuthorChristopher Barney is an industry veteran, with over a decade ofexperience designing and engineering games like Poptropica andteaching at Northeastern University. He has spoken at conferencesincluding GDC, DevCom, and PAX on topics from core game design tosocial justice. Seeking degrees in game design before formal gamedesign programs existed, Chris built his own undergraduate andgraduate curricula out of offerings in sociology, computer science,and independent study. In pursuit of a broad understanding ofgames, he has worked on projects spanning interactive theater, LARPdesign, board games, and tabletop RPGs. An extensive collection ofhis essays of game design topics can be found on his developmentblog at perspectivesingamedesign.com.