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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.
Computer graphics.
Physical Description:
1 online resource (xlii, 610 pages) : illustrations
Edition:
Third edition.
Place of Publication:
Boca Raton, Florida ; London ; New York : CRC Press, [2020]
System Details:
text file
Summary:
"The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster." -- Publisher's description.
Contents:
In the beginning, there is the designer – The designer creates an experience – The experience takes place in a venue – The experience rises out of a game – The game consists of elements – The elements support a theme – The game begins with an idea – The game improves through iteration – The game is made for a player – The experience is in the player’s mind – The player’s mind is driven by the players motivation – Some elements are game mechanics – Game mechanics must be in balance – Game mechanics support puzzles – Players play games through an interface – Experiences can be judged by their interest curves – One kind of experience is the story – Story and game structures can be artfully merged with indirect control – Stories and games take place in worlds – Worlds contain characters – Worlds contain spaces – Some interfaces create a feeling of presence – The lock and feel of a world is defined by its aesthetics – Some games aew created through playtesting – The team sometimes communicates through documents – Good games are created through playtesting
The team builds a game with technology – Your game will probably have a client – The designer and client want the fame to make a profit – Games transform their players – Designers have certain responsibilities – Each designer has a purpose.
Notes:
"Tenth Anniversary"--Title page.
Includes bibliographical references and index.
Online resource; Title from title page (viewed July 31, 2019)
ISBN:
1351803646
1315208431
9781351803649
9781351803632
9781315208435
1138632090
9781138632097
1351803638
OCLC:
1111454243
Publisher Number:
KE41486

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