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

By: Material type: TextTextPublisher: Amsterdam ; Boston : Elsevier/Morgan Kaufmann, [2008]Copyright date: ©2008Description: xxx, 489 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0123694965
  • 9780123694966
Subject(s): DDC classification:
  • 794.81536 22
LOC classification:
  • QA76.76.C672 S34 2008
Contents:
In the beginning, there is the designer -- The designer creates an experience -- 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 -- 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 -- The look and feel of a world is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- 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 gives the client a pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a motivation -- Goodbye.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81536 SCH (Browse shelf(Opens below)) 1 Available A455616B

Includes bibliographical references (pages 477-479) and index.

In the beginning, there is the designer -- The designer creates an experience -- 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 -- 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 -- The look and feel of a world is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- 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 gives the client a pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a motivation -- Goodbye.

Machine converted from AACR2 source record.

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