The art of game design a book of lenses /
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Main Author: | |
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Format: | eBook |
Language: | English |
Published: |
Boca Raton, Florida :
CRC,
c2020.
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Edition: | 3rd ed. |
Subjects: | |
Online Access: | Para acceder al texto completo, ingrese aquí al Servicio de descubrimiento de EBSCOhost desde la red de la UNQ. Seleccione EBSCOhost Research Databases y busque el título deseado. |
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Table of Contents:
- 1. In the beginning, there is the designer
- 2. The designer creates an experience
- 3. The experience takes place in a venue
- 4. The experience rises out of a game
- 5. The game consists of elements
- 6. The elements support a theme
- 7. The game begins with an idea
- 8. The game improves through iteration
- 9. The game is made for a player
- 10. The experience is in the player’s mind
- 11. The player’s mind is driven by the player’s motivation
- 12. Some elements are game mechanics
- 13. Game mechanics must be in balance
- 14. Game mechanics support puzzles
- 15. Players play games through an interface
- 16. experiences can be judged by their interest curves
- 17. One kind of experience is the story
- 18. Story and game structures can be artfully merged with indirect control
- 19. Stories and games take place in worlds
- 20. Worlds contain characters
- 21. Worlds contain spaces
- 22. Some interfaces create a feeling of presence
- 23. The look and feel of a world is defined by its aesthetics
- 24. Some games are played with other players
- 25. Other players sometimes form communities
- 26. The designer usually works with a team
- 27. The team sometimes communicates through documents
- 28. Good games are created through playtesting
- 29. The team builds a game with technology
- 30. Your game will probably have a client
- 31. The designer gives the client a pitch
- 32. The designer and client want the game to make a profit
- 33. Games transform their players
- 34. Designers have certain responsibilities
- 35. Each designer has a purpose.