Christopher Barney
Pattern Language for Game Design (eBook, PDF)
59,95 €
59,95 €
inkl. MwSt.
Sofort per Download lieferbar
59,95 €
Als Download kaufen
59,95 €
inkl. MwSt.
Sofort per Download lieferbar
Christopher Barney
Pattern Language for Game Design (eBook, PDF)
- Format: PDF
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei
bücher.de, um das eBook-Abo tolino select nutzen zu können.
Hier können Sie sich einloggen
Hier können Sie sich einloggen
Sie sind bereits eingeloggt. Klicken Sie auf 2. tolino select Abo, um fortzufahren.
Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei bücher.de, um das eBook-Abo tolino select nutzen zu können.
Christopher Barney'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.
- Geräte: PC
- ohne Kopierschutz
- eBook Hilfe
- Größe: 56.45MB
Christopher Barney'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.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 502
- Erscheinungstermin: 8. Dezember 2020
- Englisch
- ISBN-13: 9781000259544
- Artikelnr.: 60394477
- Verlag: Taylor & Francis
- Seitenzahl: 502
- Erscheinungstermin: 8. Dezember 2020
- Englisch
- ISBN-13: 9781000259544
- Artikelnr.: 60394477
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
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
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
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