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Books > Arts & Architecture > The arts: general issues
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Pattern Language for Game Design (Hardcover)
Loot Price: R3,970
Discovery Miles 39 700
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Pattern Language for Game Design (Hardcover)
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Chris Barney's Pattern Language for Game Design builds on the
revolutionary work of architect Christopher Alexander to show
students, teachers, and game development professionals how to
derive best practices in all aspects of game design. Using a series
of practical, rigorous exercises, designers can observe and analyze
the failures and successes of the games they know and love to find
the deep patterns that underlie good design. From an in-depth look
at Alexander's work, to a critique of pattern theory in various
fields, to a new approach that will challenge your knowledge and
put it to work, this book seeks to transform how we look at
building the interactive experiences that shape us. Key Features:
Background on the architectural concepts of patterns and a Pattern
Language as defined in the work of Christopher Alexander, including
his later work on the Fifteen Properties of Wholeness and
Generative Codes. Analysis of other uses of Alexander's work in
computer science and game design, and the limitations of those
efforts. A comprehensive set of example exercises to help the
reader develop their own patterns that can be used in practical
day-to-day game design tasks. Exercises that are useful to
designers at all levels of experience and can be completed in any
order, allowing students to select exercises that match their
coursework and allowing professionals to select exercises that
address their real-world challenges. Discussion of common pitfalls
and difficulties with the pattern derivation process. A guide for
game design teachers, studio leaders, and university departments
for curating and maintaining institutional Pattern Languages. An
Interactive Pattern Language website where you can share patterns
with developers throughout the world
(patternlanguageforgamedesign.com). Comprehensive games reference
for all games discussed in this book. Author Chris Barney is an
industry veteran with more than a decade of experience designing
and engineering games such as Poptropica and teaching at
Northeastern University. He has spoken at conferences, including
GDC, DevCom, and PAX, on topics from core game design to social
justice. Seeking degrees in game design before formal game design
programs existed, Barney built his own undergraduate and graduate
curricula out of offerings in sociology, computer science, and
independent study. In pursuit of a broad understanding of games, he
has worked on projects spanning interactive theater, live-action
role-playing game (LARP) design, board games, and tabletop
role-playing games (RPGs). An extensive collection of his essays of
game design topics can be found on his development blog at
perspectivesingamedesign.com.
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