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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
R4,310 Discovery Miles 43 100 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
R1,484 Discovery Miles 14 840 Ships in 9 - 15 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, …
R2,309 Discovery Miles 23 090 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

Renaissance Papers 2008 (Hardcover, New): Christopher Cobb Renaissance Papers 2008 (Hardcover, New)
Christopher Cobb; Contributions by C. Bryan Love, Claire Kimball, James J. Mainard O'Connell, Jane Blanchard, …
R1,366 Discovery Miles 13 660 Out of stock

The best essays submitted to the Southeastern Renaissance Conference in 2008, with a focus on the performance history of Renaissance drama. Renaissance Papers collects the best scholarly essays submitted each year to the Southeastern Renaissance Conference. The 2008 volume, in keeping with the Conference's meeting at the new Blackfriars Playhouse at the American Shakespeare Center in Staunton, Virginia, has a special emphasis on the performance history of Renaissance drama. It includes essays on the use of trap doors in London theaters, on the staging of dismemberment in Renaissance plays, on the economics of the boys' companies, and on Jonson's engagement with changing patterns of theatrical patronage in Volpone. An essay on Troilus and Cressida and the history play rounds out the volume's studiesin drama. Three essays treat epic from a variety of perspectives, considering in turn Spenser's techniques for leading readers to doubt his narrator in Book Three of the Faerie Queene, Marlowe's allusions to Lucan in Hero and Leander, and Milton's treatment of names and materialism in Paradise Lost. Two essays examine decidedly different incidents of sixteenth-century religious controversy: Wolsey's use of Italian models to display his magnificence through his building program, and Thomas Stapleton's translation of Bede during the Great Controversy to refute Protestant claims about the origins of the English Church. Contributors: Jane Blanchard, Kevin M. Carr, Nicholas Crawford, Sara Nair James, Claire Kimball, C. Bryan Love, Pamela Royston Macfie, James J. Mainard O'Connell, Paul J. Stapleton, and Lewis Walker. Christopher Cobb is Assistant Professor of Englishat Saint Mary's College.

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