Używamy cookies, aby ułatwić korzystanie z Portalu. Możesz określić warunki przechowywania, dostępu do plików cookies w Twojej przeglądarce. Dowiedz się więcej.
strona główna Strona główna | Nowości | Promocje | Zapowiedzi Twoje konto | Zarejestruj | Schowek | Kontakt | Pomoc
mapa działów
Szukaj: szukanie zaawansowane
Koszyk
Książki

Advanced Game Design: A Systems Approach Język: 2

978-0-13-466760-7

Cena Brutto: 233.10

Cena netto: 222.00

Ilość:
Wersja: Drukowana
Autor Michael Sellers
Liczba_stron 468
Wydawnictwo Addison-Wesley Professional
Data_Wydania 2017-11-02
Advanced

Game Design

A Systems Approach



In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains:

  • What games are, and how systems thinking can help you think about them more clearly
  • How to systematically promote engagement, interactivity, and fun
  • What you can learn from MDA and other game design frameworks
  • How to create gameplay and core loops
  • How to design the entire player experience, and how to build game mechanics that work together to create that experience
  • How to capture your game’s “big idea” and Unique Selling Proposition
  • How to establish high-level and background design and translate it into detailed design
  • How to build, playtest, and iterate early prototypes
  • How to build your game design career in a field that keeps changing at breakneck speed

Section I. Introduction and Foundations
1. About This Book
2. Foundations of Systems
3. Foundations of Games
4. Foundations of Game Design: Apprenticeship to Theory
5. Engagement, Interactivity, and Fun

Section II. Systemic Game Design: Parts, Loops, and Wholes
6. Overview of Existing and New Frameworks
7. Parts: Nouns and Verbs
8. Loops Creating the Gameplay and Core Loops
9. Wholes Designing the Entire Experience
10. Applying the Plw Framework

Section III. Designing and Developing a Game
11. The Game Concept
12. High-Level and Background Design
13. The Heart of the Matter
14. Detailed Design
15. Early Prototypes, Playtesting, and Iteration
16. The Game Design Document Content and Organization
17. Making Your Game Real

Section IV. Your Future and the Future of Games
18. Building Your Career as a Game Designer
19. The Future of Games

Section V. Suggested Reading and References

powrót
 
Produkty Podobne
OpenCV 3. Komputerowe rozpoznawanie obrazu w C++ przy użyciu biblioteki OpenCV
Praktyczna analiza pakietów. Wykorzystanie narzędzia Wireshark do rozwiązywania problemów związanych z siecią. Wydanie III
Programowanie aplikacji dla Androida. The Big Nerd Ranch Guide. Wydanie III
Python. Rusz głową! Wydanie II
Jak pisać, żeby chcieli czytać (i kupować). Copywriting & Webwriting
PHP. Obiekty, wzorce, narzędzia. Wydanie V
Site Reliability Engineering. Jak Google zarządza systemami producyjnymi
Modern Java Recipes
Advanced Game Design: A Systems Approach
AutoCAD 2018 PL. Pierwsze kroki
Więcej produktów