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Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.
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Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 326
- Erscheinungstermin: 18. Dezember 2018
- Englisch
- Abmessung: 233mm x 159mm x 20mm
- Gewicht: 578g
- ISBN-13: 9781138298897
- ISBN-10: 1138298891
- Artikelnr.: 55075600
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 326
- Erscheinungstermin: 18. Dezember 2018
- Englisch
- Abmessung: 233mm x 159mm x 20mm
- Gewicht: 578g
- ISBN-13: 9781138298897
- ISBN-10: 1138298891
- Artikelnr.: 55075600
Nicholas Lovell has been working with game companies making service games since 2008. He has worked on large franchises such as Angry Birds, consulted on taking PC games like EVE Online free, helped take existing intellectual properties into a F2P service model (Stronghold Kingdoms) and helped small startups with their online MMOs (e.g. Lazarus). Along the way, clients have included a vast array of companies ranging from the largest (Square Enix, Bandai Namco, Rovio) to tiny startups like Spilt Milk Studios and nDreams and companies throughout Europe, the US and Canada. Nicholas is the author of The Curve (Portfolio Penguin), a book about how to make money in the digital age and The F2P Toolbox (Gamesbrief). He has been writing about F2P game design since 2008 at www.gamesbrief.com. Prior to 2008, Nicholas was CFO of Internet startup Shopsmart, CEO of PC gaming community GameShadow and, for a decade, an investment banker. Nicholas lives in London.
Author Chapter 1
The Pyramid Chapter 2
The Base Layer Chapter 3
The Retention Layer Chapter 4
The Core Loop and the Gearbox Chapter 5
The Session and the On-Ramp Chapter 6
The Session: Playtime, the Off-Ramp and Return Hook Chapter 7
The Superfan Layer Chapter 8
What Will People Pay For? Chapter 9
Production-Centric versus Design-Centric Chapter 10
How to Develop a Service Game Chapter 11
How to Prototype and When to Pivot Chapter 12
Production Chapter 13
Managing Creativity Chapter 14
Marketing Your Launch Chapter 15
Metrics Chapter 16
Ethics Chapter 17
The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX
The Pyramid Chapter 2
The Base Layer Chapter 3
The Retention Layer Chapter 4
The Core Loop and the Gearbox Chapter 5
The Session and the On-Ramp Chapter 6
The Session: Playtime, the Off-Ramp and Return Hook Chapter 7
The Superfan Layer Chapter 8
What Will People Pay For? Chapter 9
Production-Centric versus Design-Centric Chapter 10
How to Develop a Service Game Chapter 11
How to Prototype and When to Pivot Chapter 12
Production Chapter 13
Managing Creativity Chapter 14
Marketing Your Launch Chapter 15
Metrics Chapter 16
Ethics Chapter 17
The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX
Author Chapter 1
The Pyramid Chapter 2
The Base Layer Chapter 3
The Retention Layer Chapter 4
The Core Loop and the Gearbox Chapter 5
The Session and the On-Ramp Chapter 6
The Session: Playtime, the Off-Ramp and Return Hook Chapter 7
The Superfan Layer Chapter 8
What Will People Pay For? Chapter 9
Production-Centric versus Design-Centric Chapter 10
How to Develop a Service Game Chapter 11
How to Prototype and When to Pivot Chapter 12
Production Chapter 13
Managing Creativity Chapter 14
Marketing Your Launch Chapter 15
Metrics Chapter 16
Ethics Chapter 17
The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX
The Pyramid Chapter 2
The Base Layer Chapter 3
The Retention Layer Chapter 4
The Core Loop and the Gearbox Chapter 5
The Session and the On-Ramp Chapter 6
The Session: Playtime, the Off-Ramp and Return Hook Chapter 7
The Superfan Layer Chapter 8
What Will People Pay For? Chapter 9
Production-Centric versus Design-Centric Chapter 10
How to Develop a Service Game Chapter 11
How to Prototype and When to Pivot Chapter 12
Production Chapter 13
Managing Creativity Chapter 14
Marketing Your Launch Chapter 15
Metrics Chapter 16
Ethics Chapter 17
The Pyramid of Game Design Afterword 279 ACKNOWLEDGEMENTS GLOSSARY ENDNOTES BIBLIOGRAPHY SOFTOGRAPHY INDEX