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The Art of Game Design - A Book of Lenses, Third Edition (Paperback, 3rd Edition) Loot Price: R1,081
Discovery Miles 10 810
You Save: R59 (5%)

The Art of Game Design - A Book of Lenses, Third Edition (Paperback, 3rd Edition)

Jesse Schell

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List price R1,140 Loot Price R1,081 Discovery Miles 10 810 | Repayment Terms: R101 pm x 12* You Save R59 (5%)

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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.

Table of Contents

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 Player’s Mind. Ch 12 The Player’s Mind Is Driven by the Player’s 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.

General

Imprint: Taylor & Francis
Country of origin: United Kingdom
Release date: August 2019
First published: 2018
Authors: Jesse Schell
Dimensions: 234 x 190 x 26mm (L x W x T)
Format: Paperback
Pages: 652
Edition: 3rd Edition
ISBN-13: 978-1-138-63205-9
Categories: Books > Arts & Architecture > The arts: general issues > General
Books > Computing & IT > General theory of computing > General
Books > Computing & IT > Computer certification > General
Books > Computing & IT > Computer programming > General
Books > Computing & IT > Computer software packages > Computer games
Books > Computing & IT > Applications of computing > Image processing > Computer animation
Promotions
Books > Promotion > JB Academic
LSN: 1-138-63205-8
Barcode: 9781138632059

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