The Art of Game Design: A Book of Lenses, Second Edition

Ön Kapak
CRC Press, 6 Kas 2014 - 600 sayfa

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, card, and athletic games also work in top-quality video games
  • Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games

The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

 

İçindekiler

In the Beginning There Is the Designer
1
The Designer Creates an Experience
9
The Experience Takes Place in a Venue
25
The Experience Rises Out of a Game
33
The Game Consists of Elements
49
The Elements Support a Theme
57
The Game Begins with an Idea
69
The Game Improves through Iteration
89
Worlds Contain Spaces
367
The Look and Feel of a World Is Defined by Its Aesthetics
383
Some Games Are Played with Other Players
393
Other Players Sometimes Form Communities
399
The Designer Usually Works with a Team
413
The Team Sometimes Communicates through Documents
425
Good Games Are Created through Playtesting
433
The Team Builds a Game with Technology
449

The Game Is Made for a Player
115
The Experience Is in the Players Mind
133
The Players Mind Is Driven by the Players Motivation
147
Some Elements Are Game Mechanics
157
Game Mechanics Must Be in Balance
201
Game Mechanics Support Puzzles
239
Players Play Games through an Interface
253
Experiences Can Be Judged by Their Interest Curves
279
One Kind of Experience Is the Story
295
Story and Game Structures Can Be Artfully Merged with Indirect Control
317
Stories and Games Take Place in Worlds
335
Worlds Contain Characters
345
Your Game Will Probably Have a Client
463
The Designer Gives the Client a Pitch
471
The Designer and Client Want the Game to Make a Profit
485
Games Transform Their Players
499
Designers Have Certain Responsibilities
517
Each Designer Has a Purpose
523
Goodbye
527
Endnotes
529
Bibliography
543
Back Cover
547
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Yazar hakkında (2014)

Jesse Schell is distinguished professor of the practice of entertainment technology for Carnegie Mellon University's Entertainment Technology Center (ETC), a joint master's program between Carnegie Mellon's College of Fine Arts and School of Computer Science, where he teaches game design and leads several research projects. He is also CEO of Schell Games, LLC, an independent game studio in Pittsburgh. Formerly he was creative director of the Walt Disney Imagineering Virtual Reality Studio and chairman of the International Game Developers Association (IGDA). Schell worked as a designer, programmer, and manager on several projects for Disney theme parks and DisneyQuest. He received his undergraduate degree from Rensselaer Polytechnic Institute and master's degree in information networking from Carnegie Mellon. In 2004, he was named as one of the World's 100 Top Young Innovators by MIT's Technology Review.

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