Game Design
Author | : Richard Rouse |
Publisher | : Jones & Bartlett Publishers |
Total Pages | : 750 |
Release | : 2004 |
Genre | : Computers |
ISBN | : |
Download Game Design Book in PDF, Epub and Kindle
456 Puzzle Solving p.
Download Game Design Theory full books in PDF, epub, and Kindle. Read online free Game Design Theory ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Richard Rouse |
Publisher | : Jones & Bartlett Publishers |
Total Pages | : 750 |
Release | : 2004 |
Genre | : Computers |
ISBN | : |
456 Puzzle Solving p.
Author | : Keith Burgun |
Publisher | : CRC Press |
Total Pages | : 187 |
Release | : 2012-08-13 |
Genre | : Computers |
ISBN | : 1466554215 |
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.
Author | : Raph Koster |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 259 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 1932111972 |
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
Author | : Christopher W. Totten |
Publisher | : CRC Press |
Total Pages | : 474 |
Release | : 2018-09-03 |
Genre | : Computers |
ISBN | : 1351982923 |
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Author | : Katie Salen Tekinbas |
Publisher | : MIT Press |
Total Pages | : 680 |
Release | : 2003-09-25 |
Genre | : Computers |
ISBN | : 9780262240451 |
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author | : Raph Koster |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 292 |
Release | : 2013-11-08 |
Genre | : Computers |
ISBN | : 1449363172 |
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
Author | : Jesse Schell |
Publisher | : CRC Press |
Total Pages | : 522 |
Release | : 2008-08-04 |
Genre | : Art |
ISBN | : 0123694965 |
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.
Author | : Jeff Howard |
Publisher | : CRC Press |
Total Pages | : 248 |
Release | : 2008-01-24 |
Genre | : Computers |
ISBN | : 1439880816 |
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nigh
Author | : Richard Rouse |
Publisher | : Wordware Computer Books |
Total Pages | : 612 |
Release | : 2001 |
Genre | : Computers |
ISBN | : |
Richard Rouse explores gameplay, one of the most important but least discussed elements of computer game design that makes a game compelling and entertaining. He focusses in detail on such topics as game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design and playtesting. included are in-depth interviews with top game designers.
Author | : Richard Rouse III |
Publisher | : Jones & Bartlett Learning |
Total Pages | : 730 |
Release | : 2004-08-30 |
Genre | : Computers |
ISBN | : 1449633455 |
“Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.