The Art of Game Design: A Book of Lenses, Third Edition

The Art of Game Design: A Book of Lenses, Third Edition
PDF, ePUB

Book Description
Presents over 100 sets of questions, or different lenses, for viewing a game’s design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.

Content

1. In the Beginning, There Is the Designer
2. The Designer Creates an Experience
3. The Experience Takes Place in a Venue
4. The Experience Rises Out of a Game
5. The Game Consists of Elements
6. The Elements Support a Theme
7. The Game Begins with an Idea
8. The Game Improves through Iteration
9. The Game Is Made for a Player
10. The Experience Is in the Player’s Mind
11. The Player’s Mind Is Driven by the Player’s Motivation
12. Some Elements Are Game Mechanics
13. Game Mechanics Must Be in Balance
14. Game Mechanics Support Puzzles
15. Players Play Games through an Interface
16. Experiences Can Be Judged by Their Interest Curves
17. One Kind of Experience Is the Story
18. Story and Game Structures Can Be Artfully Merged with Indirect Control
19. Stories and Games Take Place in Worlds
20. Worlds Contain Characters
21. Worlds Contain Spaces
22. Some Interfaces Create a Feeling of Presence
23. The Look and Feel of a World Is Defined by Its Aesthetics
24. Some Games Are Played with Other Players
25. Other Players Sometimes Form Communities
26. The Designer Usually Works with a Team
27. The Team Sometimes Communicates through Documents
28. Good Games Are Created through Playtesting
29. The Team Builds a Game with Technology
30. Your Game Will Probably Have a Client
31. The Designer Gives the Client a Pitch
32. The Designer and Client Want the Game to Make a Profit
33. Games Transform Their Players
34. Designers Have Certain Responsibilities
35. Each Designer Has a Purpose

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