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E-raamat: Art of Game Design: A Book of Lenses, Third Edition

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(Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA)
  • Formaat: 652 pages
  • Ilmumisaeg: 31-Jul-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351803649
  • Formaat - PDF+DRM
  • Hind: 74,09 €*
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  • Formaat: 652 pages
  • Ilmumisaeg: 31-Jul-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351803649

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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.
Ch 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates
an Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The
Experience Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7
The Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The
Game Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11
The Experience Is in the Players Mind. Ch 12 The Players Mind Is Driven by
the Players Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game
Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16
Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by
Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19 Story
and Game Structures Can Be Artfully Merged with Indirect Control. Ch 20
Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters. Ch
22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined by
Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25 Other
Players Sometimes Form Communities. Ch 26 The Designer Usually Works with a
Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28 Good
Games Are Created through Playtesting. Ch 29 The Team Builds a Game with
Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The Designer
Gives the Client a Pitch. Ch 32 The Designer and Client Want the Game to Make
a Profit. Games Ch 33 Transform Their Players. Designers Have Certain
Responsibilities. Ch 34 Each Designer Has a Purpose.
Jesse Schell is professor 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.