CART

(0) items

The Art of Game Design: A book of lenses,9780123694966
This item qualifies for
FREE SHIPPING!

FREE SHIPPING OVER $59!

Your order must be $59 or more, you must select US Postal Service Shipping as your shipping preference, and the "Group my items into as few shipments as possible" option when you place your order.

Bulk sales, PO's, Marketplace Items, eBooks, Apparel, and DVDs not included.

The Art of Game Design: A book of lenses

by ;
Edition:
1st
ISBN13:

9780123694966

ISBN10:
0123694965
Format:
Nonspecific Binding
Pub. Date:
8/4/2008
Publisher(s):
CRC Press
List Price: $65.95

Rent Textbook

(Recommended)
 
Term
Due
Price
$29.68

Buy New Textbook

Usually Ships in 2-3 Business Days
$64.30

eTextbook


 
Duration
Price
$33.60

Used Textbook

We're Sorry
Sold Out

More New and Used
from Private Sellers
Starting at $49.61

Questions About This Book?

Why should I rent this book?
Renting is easy, fast, and cheap! Renting from eCampus.com can save you hundreds of dollars compared to the cost of new or used books each semester. At the end of the semester, simply ship the book back to us with a free UPS shipping label! No need to worry about selling it back.
How do rental returns work?
Returning books is as easy as possible. As your rental due date approaches, we will email you several courtesy reminders. When you are ready to return, you can print a free UPS shipping label from our website at any time. Then, just return the book to your UPS driver or any staffed UPS location. You can even use the same box we shipped it in!
What version or edition is this?
This is the 1st edition with a publication date of 8/4/2008.
What is included with this book?
  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any CDs, lab manuals, study guides, etc.
  • The Rental copy of this book is not guaranteed to include any supplemental materials. You may receive a brand new copy, but typically, only the book itself.

Summary

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. * Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online. * The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame. * 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process. * 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.

Table of Contents

A book of Lenses
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,
The Consciousness of Consciousness
The Subconscious Mind
The Player
Excerpt
Salvador Dali
Fifty Secrets of Magic Craftsmanship
Secret Number Three
Slumber With a Key
The Subconscious Mind
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
Table of Contents provided by Publisher. All Rights Reserved.


Please wait while the item is added to your cart...