000 | 02717cam a2200373 i 4500 | ||
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005 | 20221101223058.0 | ||
008 | 091027s2008 ne a b 001 0 eng d | ||
010 | _a 2008298798 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 |
_a0123694965 _qpbk. (alk. paper) |
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020 |
_a9780123694966 _qpbk. (alk. paper) |
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035 | _a(ATU)b11599315 | ||
035 | _a(OCoLC)258334856 | ||
040 |
_aUKM _beng _erda _cUKM _dDLC _dIXA _dYDXCP _dBTCTA _dBAKER _dBWX _dOMB _dUOH _dMUQ _dATU |
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042 | _alccopycat | ||
050 | 0 | 0 |
_aQA76.76.C672 _bS34 2008 |
082 | 0 | 4 |
_a794.81536 _222 |
100 | 1 |
_aSchell, Jesse, _eauthor. _91076008 |
|
245 | 1 | 4 |
_aThe art of game design : _ba book of lenses / _cJesse Schell. |
264 | 1 |
_aAmsterdam ; _aBoston : _bElsevier/Morgan Kaufmann, _c[2008] |
|
264 | 4 | _c©2008 | |
300 |
_axxx, 489 pages : _billustrations ; _c24 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references (pages 477-479) and index. | ||
505 | 0 | _aIn 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. | |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aComputer games _xDesign _9789087 |
|
907 |
_a.b11599315 _b06-09-21 _c27-10-15 |
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942 | _cB | ||
945 |
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998 |
_ab _ac _b06-04-16 _cm _da _feng _gne _h4 |
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999 |
_c1202744 _d1202744 |