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The Resource The art of game design : a book of lenses, Jesse Schell

The art of game design : a book of lenses, Jesse Schell

Label
The art of game design : a book of lenses
Title
The art of game design
Title remainder
a book of lenses
Statement of responsibility
Jesse Schell
Creator
Subject
Language
eng
Cataloging source
DLC
http://library.link/vocab/creatorName
Schell, Jesse
Dewey number
794.8/1536
Illustrations
illustrations
Index
index present
LC call number
QA76.76.C672
LC item number
S34 2015
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/subjectName
Computer games
Label
The art of game design : a book of lenses, Jesse Schell
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type code
  • txt
Content type MARC source
  • rdacontent
  • rdacontent
Contents
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. The look and feel of a world is defined by its aesthetics -- 23. Some games are played with other players -- 24. Other players sometimes form communities -- 25. The designer usually works with a team -- 26. The team sometimes communicates through documents -- 27. Good games are created through playtesting -- 28. The team builds a game with technology -- 29. You game will probably have a client -- 30. The designer gives the client a pitch -- 31. The designer and client want the game to make a profit -- 32. Games transform their players -- 33. Designers have certain responsibilities -- 34. Each designer has a purpose
Dimensions
24 cm
Edition
Second edition.
Extent
xliv, 555 pages
Isbn
9781466598645
Isbn Type
(pbk. : alk. paper)
Lccn
2014039043
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Other physical details
illustrations
System control number
  • (OCoLC)ocn869263774
  • 2010443
  • (DLC)BK0014357249
Label
The art of game design : a book of lenses, Jesse Schell
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type code
  • txt
Content type MARC source
  • rdacontent
  • rdacontent
Contents
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. The look and feel of a world is defined by its aesthetics -- 23. Some games are played with other players -- 24. Other players sometimes form communities -- 25. The designer usually works with a team -- 26. The team sometimes communicates through documents -- 27. Good games are created through playtesting -- 28. The team builds a game with technology -- 29. You game will probably have a client -- 30. The designer gives the client a pitch -- 31. The designer and client want the game to make a profit -- 32. Games transform their players -- 33. Designers have certain responsibilities -- 34. Each designer has a purpose
Dimensions
24 cm
Edition
Second edition.
Extent
xliv, 555 pages
Isbn
9781466598645
Isbn Type
(pbk. : alk. paper)
Lccn
2014039043
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Other physical details
illustrations
System control number
  • (OCoLC)ocn869263774
  • 2010443
  • (DLC)BK0014357249

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