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The art of game design : a book of lenses / Jesse Schell.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Schell, Jesse, author.
Language:
English
Subjects (All):
Video games--Design.
Video games.
Physical Description:
1 online resource (594 p.)
Edition:
2nd ed.
Place of Publication:
Boca Raton : Taylor & Francis, [2015]
Language Note:
English
System Details:
text file
Summary:
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, c
Contents:
Front Cover; CONTENTS; table of lenses; Acknowledgments; HELLO; Chapter 1: In the Beginning, There Is the Designer; Chapter 2: The Designer Creates an Experience; Chapter 3: The Experience Takes Place in a Venue; Chapter 4: The Experience Rises Out of a Game; Chapter 5: The Game Consists of Elements; Chapter 6: The Elements Support a Theme; Chapter 7: The Game Begins with an Idea; Chapter 8: The Game Improves through Iteration; Chapter 9: The Game Is Made for a Player; Chapter 10: The Experience Is in the Player's Mind; Chapter 11: The Player's Mind Is Driven by the Player's Motivation
Chapter 12: Some Elements Are Game MechanicsChapter 13: Game Mechanics Must Be in Balance; Chapter 14: Game Mechanics Support Puzzles; Chapter 15: Players Play Games through an Interface; Chapter 16: Experiences Can Be Judged by Their Interest Curves; Chapter 17: One Kind of Experience Is the Story; Chapter 18: Story and Game Structures Can Be Artfully Merged with Indirect Control; Chapter 19: Stories and Games Take Place in Worlds; Chapter 20: Worlds Contain Characters; Chapter 21: Worlds Contain Spaces; Chapter 22: The Look and Feel of a World Is Defined by Its Aesthetics
Chapter 23: Some Games Are Played with Other PlayersChapter 24: Other Players Sometimes Form Communities; Chapter 25: The Designer Usually Works with a Team; Chapter 26: The Team Sometimes Communicates through Documents; Chapter 27: Good Games Are Created through Playtesting; Chapter 28: The Team Builds a Game with Technology; Chapter 29: Your Game Will Probably Have a Client; Chapter 30: The Designer Gives the Client a Pitch; Chapter 31: The Designer and Client Want the Game to Make a Profit; Chapter 32: Games Transform Their Players; Chapter 33: Designers Have Certain Responsibilities
Chapter 34: Each Designer Has a PurposeGoodbye; Endnotes; Bibliography; Back Cover
Notes:
Description based upon print version of record.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
9781466598676
1466598670
OCLC:
951124640

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