Language:
English
繁體中文
Help
回圖書館
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
The art of game design = a book of l...
~
ScienceDirect (Online service)
The art of game design = a book of lenses /
Record Type:
Electronic resources : Monograph/item
Title/Author:
The art of game design/ Jesse Schell.
Reminder of title:
a book of lenses /
Author:
Schell, Jesse.
Published:
Amsterdam ;Elsevier/Morgan Kaufmann, : c2008.,
Description:
xxx, 489 p. :ill. ; : 24 cm.;
Subject:
Computer games - Design. -
Online resource:
An electronic book accessible through the World Wide Web; click for information
ISBN:
9780123694966
The art of game design = a book of lenses /
Schell, Jesse.
The art of game design
a book of lenses /[electronic resource] :Jesse Schell. - Amsterdam ;Elsevier/Morgan Kaufmann,c2008. - xxx, 489 p. :ill. ;24 cm.
Includes bibliographical references (p. 477-479) and index.
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, Chapter One: The Consciousness of Consciousness; The Subconscious Mind Part I: The Player; Excerpt: Salvador Dali: Fifty Secrets of Magic Craftsmanship: Secret Number Three: Slumber With a Key; The Subconscious Mind Part II: 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.
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.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2009.
Mode of access: World Wide Web.
ISBN: 9780123694966
Source: 115728:115826Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
225883
Computer games
--Design.Index Terms--Genre/Form:
96803
Electronic books.
LC Class. No.: QA76.76.C672 / S34 2008eb
Dewey Class. No.: 794.81536
The art of game design = a book of lenses /
LDR
:04741cmm 2200313Ia 4500
001
153583
003
OCoLC
005
20100729101520.0
006
m d
007
cr cn|||||||||
008
160218s2008 ne a ob 001 0 eng d
020
$a
9780123694966
020
$a
0123694965
035
$a
(OCoLC)302286929
035
$a
ocn302286929
037
$a
115728:115826
$b
Elsevier Science & Technology
$n
http://www.sciencedirect.com
040
$a
OPELS
$b
eng
$c
OPELS
049
$a
TEFA
050
1 4
$a
QA76.76.C672
$b
S34 2008eb
082
0 4
$a
794.81536
$2
22
100
1
$a
Schell, Jesse.
$3
292342
245
1 4
$a
The art of game design
$h
[electronic resource] :
$b
a book of lenses /
$c
Jesse Schell.
260
$a
Amsterdam ;
$a
Boston :
$c
c2008.
$b
Elsevier/Morgan Kaufmann,
300
$a
xxx, 489 p. :
$b
ill. ;
$c
24 cm.
504
$a
Includes bibliographical references (p. 477-479) and index.
505
0
$a
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, Chapter One: The Consciousness of Consciousness; The Subconscious Mind Part I: The Player; Excerpt: Salvador Dali: Fifty Secrets of Magic Craftsmanship: Secret Number Three: Slumber With a Key; The Subconscious Mind Part II: 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.
520
$a
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.
533
$a
Electronic reproduction.
$b
Amsterdam :
$c
Elsevier Science & Technology,
$d
2009.
$n
Mode of access: World Wide Web.
$n
System requirements: Web browser.
$n
Title from title screen (viewed on Feb. 9, 2009).
$n
Access may be restricted to users at subscribing institutions.
650
0
$a
Computer games
$x
Design.
$3
225883
655
7
$a
Electronic books.
$2
local.
$3
96803
710
2
$a
ScienceDirect (Online service)
$3
254709
776
1
$c
Original
$z
9780123694966
$z
0123694965
$w
(DLC) 2008298798
$w
(OCoLC)258334856
856
4 0
$3
ScienceDirect
$u
http://www.engineeringvillage.com/controller/servlet/OpenURL?genre=book&isbn=9780123694966
$z
An electronic book accessible through the World Wide Web; click for information
994
$a
C0
$b
TEF
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login