Jesse Schell (Carnegie Mellon University and Pittsbur Schell Games
The Art of Game Design
A Book of Lenses, Third Edition
Jesse Schell (Carnegie Mellon University and Pittsbur Schell Games
The Art of Game Design
A Book of Lenses, Third Edition
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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.
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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.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- 3 ed
- Seitenzahl: 652
- Erscheinungstermin: 12. August 2019
- Englisch
- Abmessung: 244mm x 194mm x 35mm
- Gewicht: 1464g
- ISBN-13: 9781138632097
- ISBN-10: 1138632090
- Artikelnr.: 55117513
- Verlag: Taylor & Francis Ltd
- 3 ed
- Seitenzahl: 652
- Erscheinungstermin: 12. August 2019
- Englisch
- Abmessung: 244mm x 194mm x 35mm
- Gewicht: 1464g
- ISBN-13: 9781138632097
- ISBN-10: 1138632090
- Artikelnr.: 55117513
Jesse Schell is professor of entertainment technology for Carnegie Mellon University's Entertainment Technology Center (ETC), a joint master's program between Carnegie Mellon's College of Fine Arts and School of Computer Science, where he teaches game design and leads several research projects. He is also CEO of Schell Games, LLC, an independent game studio in Pittsburgh. Formerly he was creative director of the Walt Disney Imagineering Virtual Reality Studio and chairman of the International Game Developers Association (IGDA). Schell worked as a designer, programmer, and manager on several projects for Disney theme parks and DisneyQuest. He received his undergraduate degree from Rensselaer Polytechnic Institute and master's degree in information networking from Carnegie Mellon. In 2004, he was named as one of the World's 100 Top Young Innovators by MIT's Technology Review.
Ch 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an
Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience
Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The
Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game
Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The
Experience Is in the Player's Mind. Ch 12 The Player's Mind Is Driven by
the Player's Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game
Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16
Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by
Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19
Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch
20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters.
Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined
by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25
Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works
with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28
Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game
with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The
Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the
Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have
Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience
Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The
Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game
Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The
Experience Is in the Player's Mind. Ch 12 The Player's Mind Is Driven by
the Player's Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game
Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16
Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by
Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19
Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch
20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters.
Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined
by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25
Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works
with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28
Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game
with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The
Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the
Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have
Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
Ch 1 In the Beginning, There Is the Designer. Ch 2 The Designer Creates an
Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience
Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The
Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game
Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The
Experience Is in the Player's Mind. Ch 12 The Player's Mind Is Driven by
the Player's Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game
Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16
Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by
Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19
Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch
20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters.
Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined
by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25
Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works
with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28
Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game
with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The
Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the
Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have
Certain Responsibilities. Ch 34 Each Designer Has a Purpose.
Experience. Ch 3 The Experience Takes Place in a Venue. Ch 4 The Experience
Rises Out of a Game. Ch 5 The Game Consists of Elements. Ch 6 Ch 7 The
Elements Support a Theme. Ch 8 The Game Begins with an Idea. Ch 9 The Game
Improves through Iteration. Ch 10 The Game Is Made for a Player. Ch 11 The
Experience Is in the Player's Mind. Ch 12 The Player's Mind Is Driven by
the Player's Motivation. Ch 13 Some Elements Are Game Mechanics. Ch 14 Game
Mechanics Must Be in Balance. Ch 15 Game Mechanics Support Puzzles. Ch 16
Players Play Games through an Interface. Ch 17 Experiences Can Be Judged by
Their Interest Curves. Ch 18 One Kind of Experience Is the Story. Ch 19
Story and Game Structures Can Be Artfully Merged with Indirect Control. Ch
20 Stories and Games Take Place in Worlds. Ch 21 Worlds Contain Characters.
Ch 22 Worlds Contain Spaces. Ch 23 The Look and Feel of a World Is Defined
by Its Aesthetics. Ch 24 Some Games Are Played with Other Players. Ch 25
Other Players Sometimes Form Communities. Ch 26 The Designer Usually Works
with a Team. Ch 27 The Team Sometimes Communicates through Documents. Ch 28
Good Games Are Created through Playtesting. Ch 29 The Team Builds a Game
with Technology. Ch 30 Your Game Will Probably Have a Client. Ch 31 The
Designer Gives the Client a Pitch. Ch 32 The Designer and Client Want the
Game to Make a Profit. Games Ch 33 Transform Their Players. Designers Have
Certain Responsibilities. Ch 34 Each Designer Has a Purpose.