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The Pyramid of Game Design - Designing, Producing and Launching Service Games (Hardcover): Simon Nicholas Crawford Lovell The Pyramid of Game Design - Designing, Producing and Launching Service Games (Hardcover)
Simon Nicholas Crawford Lovell
R3,762 Discovery Miles 37 620 Ships in 12 - 17 working days

Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.

The Pyramid of Game Design - Designing, Producing and Launching Service Games (Paperback): Simon Nicholas Crawford Lovell The Pyramid of Game Design - Designing, Producing and Launching Service Games (Paperback)
Simon Nicholas Crawford Lovell
R1,365 Discovery Miles 13 650 Ships in 12 - 17 working days

Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.

Renaissance Papers 2002 (Hardcover, 2002 Ed.): M. Thomas Hester, Christopher Cobb Renaissance Papers 2002 (Hardcover, 2002 Ed.)
M. Thomas Hester, Christopher Cobb; Contributions by Alzada Tipton, Anne E. McIlhaney, Dennis A. Flynn, …
R2,167 Discovery Miles 21 670 Ships in 12 - 17 working days

Annual collection of essays, this year treating works by Donne, Shakespeare, Marvell, and Spenser, among other topics. Renaissance Papers is a collection of the best scholarly essays submitted each year to the Southeastern Renaissance Conference. The conference accepts papers on all subjects relating to the Renaissance -- music, art, history, literature, etc. -- from scholars all over North America and the world. Of the nine essays in the 2002 volume, three have to do with John Donne; among the topics here are Donne and Pietro Aretino, Donne and "All the World," andauthorial intention in the Holy Sonnets. Two essays deal with Shakespeare, specifically the discourse of dilution in 2 Henry IV and the Ovidian underworld in Othello. Other essays treat Marvell and the temporality of paranoia; poetry, patronage, and identity in Spenser's The Faerie Queene; and the visual culture of the Elizabethan prodigy house. Contributors: Nicholas Crawford, Dennis Flynn, Heather Hirschfeld, Pamela Royston Macfie, Anne E. McIlhaney, Graham Roebuck, Gary Stringer, James M. Sutton, Alzada Tipton. M. Thomas Hester is professor of English at North Carolina State University

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