Christopher Barney
Pattern Language for Game Design
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Christopher Barney
Pattern Language for Game Design
- Broschiertes Buch
Christopher Barneyâ s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design.
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Christopher Barneyâ s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 476
- Erscheinungstermin: 9. Dezember 2020
- Englisch
- Abmessung: 233mm x 154mm x 45mm
- Gewicht: 764g
- ISBN-13: 9780367367725
- ISBN-10: 0367367726
- Artikelnr.: 59990825
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 476
- Erscheinungstermin: 9. Dezember 2020
- Englisch
- Abmessung: 233mm x 154mm x 45mm
- Gewicht: 764g
- ISBN-13: 9780367367725
- ISBN-10: 0367367726
- Artikelnr.: 59990825
Christopher Barney is an industry veteran, with over a decade of experience designing and engineering games like Poptropica and teaching at Northeastern University. He has spoken at conferences including GDC, DevCom, and PAX on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Chris built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, LARP design, board games, and tabletop RPGs. An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.
Section I Introduction Chapter 1
Introduction 3 Section II Background Chapter 2
Background on A Pattern Language by Christopher Alexander 21 Chapter 3
Background on the Use of Pattern Languages in Other Fields 29 Chapter 4
Background on the Use of Patterns in Game Design 35 Section III An Introduction to Patterns in Game Design Chapter 5
An Introduction to Patterns in Game Design 53 Chapter 6
Common Problems in Proposed Patterns 69 Section IV Pattern Exercises Chapter 7
Pattern Exercises 77 Chapter 8
Basic Pattern Exercise 79 Chapter 9
Structural Pattern Exercises 89 Chapter 10
Focused Patterns 147 Chapter 11
Patterns That Break the Mold 185 Section V The Fifteen Properties Chapter 12
Taking a Step Back: What We Have Learned So Far 217 Chapter 13
The "Fifteen Fundamental Properties of Wholeness" in Game Design 219 Section VI Advanced Pattern-Generation Exercises Chapter 14
Advanced Pattern-Generation Exercises 241 Section VII Building a Language Chapter 15
Connecting Patterns into a Language 313 Chapter 16
Organizing and Maintaining a Pattern Language 333 Chapter 17
Creating New Pattern Exercises 375 Chapter 18
Designing with a Pattern Language 379 Chapter 19
Teaching Yourself or Students with Pattern Languages 385
Introduction 3 Section II Background Chapter 2
Background on A Pattern Language by Christopher Alexander 21 Chapter 3
Background on the Use of Pattern Languages in Other Fields 29 Chapter 4
Background on the Use of Patterns in Game Design 35 Section III An Introduction to Patterns in Game Design Chapter 5
An Introduction to Patterns in Game Design 53 Chapter 6
Common Problems in Proposed Patterns 69 Section IV Pattern Exercises Chapter 7
Pattern Exercises 77 Chapter 8
Basic Pattern Exercise 79 Chapter 9
Structural Pattern Exercises 89 Chapter 10
Focused Patterns 147 Chapter 11
Patterns That Break the Mold 185 Section V The Fifteen Properties Chapter 12
Taking a Step Back: What We Have Learned So Far 217 Chapter 13
The "Fifteen Fundamental Properties of Wholeness" in Game Design 219 Section VI Advanced Pattern-Generation Exercises Chapter 14
Advanced Pattern-Generation Exercises 241 Section VII Building a Language Chapter 15
Connecting Patterns into a Language 313 Chapter 16
Organizing and Maintaining a Pattern Language 333 Chapter 17
Creating New Pattern Exercises 375 Chapter 18
Designing with a Pattern Language 379 Chapter 19
Teaching Yourself or Students with Pattern Languages 385
Section I Introduction Chapter 1
Introduction 3 Section II Background Chapter 2
Background on A Pattern Language by Christopher Alexander 21 Chapter 3
Background on the Use of Pattern Languages in Other Fields 29 Chapter 4
Background on the Use of Patterns in Game Design 35 Section III An Introduction to Patterns in Game Design Chapter 5
An Introduction to Patterns in Game Design 53 Chapter 6
Common Problems in Proposed Patterns 69 Section IV Pattern Exercises Chapter 7
Pattern Exercises 77 Chapter 8
Basic Pattern Exercise 79 Chapter 9
Structural Pattern Exercises 89 Chapter 10
Focused Patterns 147 Chapter 11
Patterns That Break the Mold 185 Section V The Fifteen Properties Chapter 12
Taking a Step Back: What We Have Learned So Far 217 Chapter 13
The "Fifteen Fundamental Properties of Wholeness" in Game Design 219 Section VI Advanced Pattern-Generation Exercises Chapter 14
Advanced Pattern-Generation Exercises 241 Section VII Building a Language Chapter 15
Connecting Patterns into a Language 313 Chapter 16
Organizing and Maintaining a Pattern Language 333 Chapter 17
Creating New Pattern Exercises 375 Chapter 18
Designing with a Pattern Language 379 Chapter 19
Teaching Yourself or Students with Pattern Languages 385
Introduction 3 Section II Background Chapter 2
Background on A Pattern Language by Christopher Alexander 21 Chapter 3
Background on the Use of Pattern Languages in Other Fields 29 Chapter 4
Background on the Use of Patterns in Game Design 35 Section III An Introduction to Patterns in Game Design Chapter 5
An Introduction to Patterns in Game Design 53 Chapter 6
Common Problems in Proposed Patterns 69 Section IV Pattern Exercises Chapter 7
Pattern Exercises 77 Chapter 8
Basic Pattern Exercise 79 Chapter 9
Structural Pattern Exercises 89 Chapter 10
Focused Patterns 147 Chapter 11
Patterns That Break the Mold 185 Section V The Fifteen Properties Chapter 12
Taking a Step Back: What We Have Learned So Far 217 Chapter 13
The "Fifteen Fundamental Properties of Wholeness" in Game Design 219 Section VI Advanced Pattern-Generation Exercises Chapter 14
Advanced Pattern-Generation Exercises 241 Section VII Building a Language Chapter 15
Connecting Patterns into a Language 313 Chapter 16
Organizing and Maintaining a Pattern Language 333 Chapter 17
Creating New Pattern Exercises 375 Chapter 18
Designing with a Pattern Language 379 Chapter 19
Teaching Yourself or Students with Pattern Languages 385