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Chapter One - In the Beginning, There Is the Designer
Pages 1-7 - Book chapterNo access
Chapter Two - The Designer Creates an Experience
Pages 9-22 - Book chapterNo access
Chapter Three - The Experience Rises Out of a Game
Pages 23-38 - Book chapterNo access
Chapter Four - The Game Consists of Elements
Pages 39-46 - Book chapterNo access
Chapter Five - The Elements Support a Theme
Pages 47-56 - Book chapterNo access
Chapter Six - The Game Begins with an Idea
Pages 57-74 - Book chapterNo access
Chapter Seven - The Game Improves Through Iteration
Pages 75-95 - Book chapterNo access
Chapter Eight - The Game is Made for a Player
Pages 97-112 - Book chapterNo access
Chapter Nine - The Experience is in the Player's Mind
Pages 113-128 - Book chapterNo access
Chapter Ten - Some Elements are Game Mechanics
Pages 129-169 - Book chapterNo access
Chapter Eleven - Game Mechanics Must be in Balance
Pages 171-205 - Book chapterNo access
Chapter Twelve - Game Mechanics Support Puzzles
Pages 207-219 - Book chapterNo access
Chapter Thirteen - Players Play Games Through an Interface
Pages 221-244 - Book chapterNo access
Chapter Fourteen - Experiences Can be Judged by Their Interest Curves
Pages 245-260 - Book chapterNo access
Chapter Fifteen - One Kind of Experience Is the Story
Pages 261-281 - Book chapterNo access
Chapter Sixteen - Story and Game Structures can be Artfully Merged with Indirect Control
Pages 283-298 - Book chapterNo access
Chapter Seventeen - Stories and Games Take Place in Worlds
Pages 299-307 - Book chapterNo access
Chapter Eighteen - Worlds Contain Characters
Pages 309-328 - Book chapterNo access
Chapter Nineteen - Worlds Contain Spaces
Pages 329-343 - Book chapterNo access
Chapter Twenty - The Look and Feel of a World Is Defined by Its Aesthetics
Pages 345-352 - Book chapterNo access
Chapter Twenty-One - Some Games are Played with Other Players
Pages 353-356 - Book chapterNo access
Chapter Twenty-Two - Other Players Sometimes Form Communities
Pages 357-370 - Book chapterNo access
Chapter Twenty-Three - The Designer Usually Works with a Team
Pages 371-380 - Book chapterNo access
Chapter Twenty-Four - The Team Sometimes Communicates Through Documents
Pages 381-387 - Book chapterNo access
Chapter Twenty-Five - Good Games Are Created Through Playtesting
Pages 389-401 - Book chapterNo access
Chapter Twenty-Six - The Team Builds a Game with Technology
Pages 403-413 - Book chapterNo access
Chapter Twenty-Seven - Your Game Will Probably Have a Client
Pages 415-421 - Book chapterNo access
Chapter Twenty-Eight - The Designer Gives the Client a Pitch
Pages 423-432 - Book chapterNo access
Chapter Twenty-Nine - The Designer and Client Want the Game to Make a Profit
Pages 433-439 - Book chapterNo access
Chapter Thirty - Games Transform Their Players
Pages 441-452 - Book chapterNo access
Chapter Thirty-One - Designers Have Certain Responsibilities
Pages 453-457 - Book chapterNo access
Chapter Thirty-Two - Each Designer has a Motivation
Pages 459-461 - Book chapterNo access
Chapter Thirty-Three - Goodbye
Pages 463-464 - Book chapterNo access
Endnotes
Pages 465-475 - Book chapterNo access
Bibliography
Pages 477-479 - Book chapterNo access
Index
Pages 481-489
About the book
Publisher's Note: Transferred to Taylor & Francis as of 2012
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.
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.
Key Features
* 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.
* Winner of Game Developer's 2008 Front Line Award in the book category
* 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.
* Winner of Game Developer's 2008 Front Line Award in the book category
Details
ISBN
978-0-12-369496-6
Language
English
Published
2008
Copyright
Copyright © 2008 Elsevier Inc. All rights reserved
Imprint
Morgan Kaufmann