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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
R1,984 Discovery Miles 19 840 Ships in 9 - 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

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
R3,715 Discovery Miles 37 150 Ships in 9 - 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

Game Production - Prototyping and Producing Your Board Game (Paperback): Geoffrey Engelstein Game Production - Prototyping and Producing Your Board Game (Paperback)
Geoffrey Engelstein
R1,433 Discovery Miles 14 330 Ships in 9 - 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.

Game Production - Prototyping and Producing Your Board Game (Hardcover): Geoffrey Engelstein Game Production - Prototyping and Producing Your Board Game (Hardcover)
Geoffrey Engelstein
R3,274 Discovery Miles 32 740 Ships in 12 - 19 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
R832 Discovery Miles 8 320 Ships in 9 - 17 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.

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