0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
Status
Brand

Showing 1 - 6 of 6 matches in All Departments

Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Paperback, 2nd edition): Geoffrey Engelstein, Isaac... Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Paperback, 2nd edition)
Geoffrey Engelstein, Isaac Shalev
R1,988 Discovery Miles 19 880 Ships in 9 - 15 working days

Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs

Game Production - Prototyping and Producing Your Board Game (Paperback): Geoffrey Engelstein Game Production - Prototyping and Producing Your Board Game (Paperback)
Geoffrey Engelstein
R1,409 Discovery Miles 14 090 Ships in 9 - 15 working days

Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author's extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.

Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Hardcover, 2nd edition): Geoffrey Engelstein, Isaac... Building Blocks of Tabletop Game Design - An Encyclopedia of Mechanisms (Hardcover, 2nd edition)
Geoffrey Engelstein, Isaac Shalev
R3,903 Discovery Miles 39 030 Ships in 12 - 17 working days

Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs

Gametek (Paperback): Geoffrey Engelstein Gametek (Paperback)
Geoffrey Engelstein
R350 Discovery Miles 3 500 Ships in 12 - 17 working days

What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic

Game Production - Prototyping and Producing Your Board Game (Hardcover): Geoffrey Engelstein Game Production - Prototyping and Producing Your Board Game (Hardcover)
Geoffrey Engelstein
R3,243 Discovery Miles 32 430 Ships in 12 - 17 working days

Description: Many new games are from first-time designers or are self-published, so there is a tremendous thirst for information about the nuts and bolts of tabletop game design. While there are many books about the design process in terms of mechanisms and player experience, there are no books that cover the arts and crafts aspects of how to create a prototype, software and physical tools that can be used, graphic design and rules writing, and considerations for final production. Gamecraft: Prototyping and Producing Your Board Game presents this information in a single volume which will be invaluable for up-and-coming designers and publishers. Key Features: The text compiles information from many websites, blogs, Facebook groups, subreddits, and the author's extensive experience in an easy-to-read volume. The text illustrates how to lay out and assemble the physical aspects of an effective board game. The book is divided into two sections for readability and covers a large array of different techniques. Geoffrey Engelstein is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, and The Expanse. He is the founder of Ludology, a bi-weekly podcast about game design, and a contributor to the Dice Tower podcast with his bi-weekly GameTek segments that discuss the math, science, and psychology of games. He has also published several books, including GameTek: The Math and Science of Gaming, Achievement Relocked: Loss Aversion and Game Design, and Building Blocks of Tabletop Game Design. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak at PAX, GenCon, Metatopia, and the Game Developers Conference.

Achievement Relocked - Loss Aversion and Game Design (Hardcover): Geoffrey Engelstein Achievement Relocked - Loss Aversion and Game Design (Hardcover)
Geoffrey Engelstein
R725 Discovery Miles 7 250 Ships in 7 - 13 working days

How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect-why, when an object is ours, it gains value over an equivalent object that is not ours-as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Batman v Superman - Dawn Of Justice…
Ben Affleck, Henry Cavill, … Blu-ray disc  (3)
R549 Discovery Miles 5 490
Frozen - Blu-Ray + DVD
Blu-ray disc R344 Discovery Miles 3 440
Puzzle Sets: Number Game
R59 R56 Discovery Miles 560
Tenet
John David Washington, Robert Pattinson, … DVD R53 Discovery Miles 530
Not available
Chicco Natural Feeling Manual Breast…
R799 Discovery Miles 7 990
Lucky Plastic 3-in-1 Nose Ear Trimmer…
R289 Discovery Miles 2 890
Johnson's Baby Oil (125ml)
R40 Discovery Miles 400
Snappy Tritan Bottle (1.5L)(Green)
R229 R180 Discovery Miles 1 800
Stabilo Boss Original Highlighters…
R103 Discovery Miles 1 030

 

Partners