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 | THE ART OF GAME DESIGN
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A book of lenses
To order this title, and for more information, click here
By
Jesse Schell, Jesse Schell is a professor at Carnegie Mellon University's Entertainment Technology Center (ETC), where he teaches game design and leads
several research projects. He is also CEO of Schell Games, Pittsburgh's largest videogame studio. Previous positions include Creative
Director of the Walt Disney Imagineering Virtual Reality Studio, Chairman of the International Game Developers Association (IGDA), and
professional juggler. In 2004 he was named as one of the World's 100 Top Young Innovators by MIT's Technology Review.
Description
Anyone can master the fundamentals of game design – no technological expertise is necessary. The Art of Game Design: A Book of Lenses
shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making
top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through
the unusual territory that is game design, this book gives the reader one hundred of these lenses – one hundred sets of insightful questions
to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music,
visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads
this book will be inspired to become a better game designer – and will understand how to do it.
Audience
Everyone in the game industry is involved with game design on one level or another- every contribution of content to a game is part of
the design. Those with the title of Game Designer will be most interested, but this text will also be of interest to all those involved
in the game development process, including game programmers, game artists, game producers, etc.
Contents
Introduction; The History of Games; The Most Important Skill; Holographic Design; The Cycle of Design; Excerpt: Lehman and Witty:
The
Psychology of Play
(1927); The Psychology of Play; The Spectrum of Humanity; Excerpt: Julian Jaynes:
The Orgin of Consciousness
in the Breakdown of the Bicameral Mind
, Chapter One: The Consciousness of Consciousness; The Subconscious Mind Part I: The Player;
Excerpt: Salvador Dali: Fifty Secrets of Magic Craftsmanship: Secret Number Three: Slumber With a Key; The Subconscious Mind Part II:
The Designer; Essay: Greg Costikyan: I Have No Words and I Must Design; What is a Game?; The Elements of Game Mechanics; Toy Design;
State and State Change; Skill and Chance; Decisions; Feedback- The Heart of Interactivity; Interfaces; Patterns of Rewards; Game Balancing;
Case Study: Deconstructing Pac-Man; Essay: Scott Kim: What is a Puzzle?; Puzzle Principles; The Psychology of Story; Interactive Stories:
The Promise and the Problem; Story and Gameplay- The Conflict and Solution; Story and Game Worlds; Lessons from Tabletop RPGs; Essay:
Henry Jenkins: Transmedia Worlds; Transmedia Worlds; Excerpt: Scott McCloud: The Vocabulary of Comics (from
Understanding Comics
);
Characters in Games; Excerpts: (various) Christopher Alexander:
A Pattern Language
; Architecture in Games (Level Design);
Elegance; Character in Games; Essay: Brian Moriarty: The Point; Social Principles in Multiplayer Games; Online Communities; Technology;
Iteration; Playtesting; Brainstorming; Team Communication; Design Documents; Business; The Art of the Pitch; Excerpt:
Mills Penny
Arcade
(1920); Location Based Entertainment; Serious Games; The Ethics of Games; The Deepest Theme; The Future; Your Secret
Responsibility
| Bibliographic details |
Paperback, 512 pages, publication date: AUG-2008
ISBN-13: 978-0-12-369496-6
ISBN-10: 0-12-369496-5
Imprint: MORGAN KAUFFMAN
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| Price and Ordering |
Price:
EUR 42.95 GBP 35.99 USD 59.95
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Last update: 25 Nov 2009
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