skip to content
The art of game design : a book of lenses Preview this item
ClosePreview this item
Checking...

The art of game design : a book of lenses

Author: Jesse Schell
Publisher: San Francisco, Calif. : Morgan Kaufmann ; Oxford : Elsevier Science [distributor], ©2008.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:

Good game design happens when you view your game from many different perspectives, or lenses. This title shows that the same basic principles of psychology that work for board games, card games and  Read more...

Rating:

(not yet rated) 0 with reviews - Be the first.

Subjects
More like this

 

Find a copy in the library

&AllPage.SpinnerRetrieving; Finding libraries that hold this item...

Details

Document Type: Book
All Authors / Contributors: Jesse Schell
ISBN: 9780123694966 0123694965
OCLC Number: 262718183
Description: xxx, 489 pages : illustrations (some color) ; 24 cm
Contents: In the beginning, there is the designer --
The designer creates an experience --
The experience rises out of a game --
The game consists of elements --
The elements support a theme --
The game begins with an idea --
The game improves through iteration --
The game is made for a player --
The experience is in the player's mind --
Some elements are game mechanics --
Game mechanics must be in balance --
Game mechanics support puzzles --
Players play games through an interface --
Experiences can be judged by their interest curves --
One kind of experience is the story --
Story and game structures can be artfully merged with indirect control --
Stories and games take place in worlds --
Worlds contain characters --
Worlds contain spaces --
The look and feel of a world is defined by its aesthetics --
Some games are played with other players --
Other players sometimes form communities --
The designer usually works with a team --
The team sometimes communicates through documents --
Good games are created through playtesting --
The team builds a game with technology --
Your game will probably have a client --
The designer gives the client a pitch --
The designer and client want the game to make a profit --
Games transform their players --
Designers have certain responsibilities --
Each designer has a motivation --
Goodbye.
Responsibility: by Jesse Schell.

Reviews

Editorial reviews

Publisher Synopsis

Winner of a 2008 Game Developer Front Line Award "This book was clearly designed, not just written, and is an entire course in how to be a game designer. ... The book is also intensely practical, Read more...

 
User-contributed reviews
Retrieving GoodReads reviews...
Retrieving DOGObooks reviews...

Tags

Be the first.

Similar Items

Related Subjects:(1)

User lists with this item (1)

Confirm this request

You may have already requested this item. Please select Ok if you would like to proceed with this request anyway.

Linked Data


Primary Entity

<http://www.worldcat.org/oclc/262718183> # The art of game design : a book of lenses
    a schema:CreativeWork, schema:Book ;
   library:oclcnum "262718183" ;
   library:placeOfPublication <http://id.loc.gov/vocabulary/countries/cau> ;
   library:placeOfPublication <http://experiment.worldcat.org/entity/work/data/793202218#Place/san_francisco_calif> ; # San Francisco, Calif.
   library:placeOfPublication <http://experiment.worldcat.org/entity/work/data/793202218#Place/oxford> ; # Oxford
   schema:about <http://dewey.info/class/794.81536/e22/> ;
   schema:about <http://id.worldcat.org/fast/872112> ; # Computer games--Design
   schema:about <http://id.loc.gov/authorities/subjects/sh2008101479> ; # Computer games--Design
   schema:bookFormat bgn:PrintBook ;
   schema:copyrightYear "2008" ;
   schema:creator <http://viaf.org/viaf/100746761> ; # Jesse Schell
   schema:datePublished "2008" ;
   schema:description "In the beginning, there is the designer -- The designer creates an experience -- The experience rises out of a game -- The game consists of elements -- The elements support a theme -- The game begins with an idea -- The game improves through iteration -- The game is made for a player -- The experience is in the player's mind -- Some elements are game mechanics -- Game mechanics must be in balance -- Game mechanics support puzzles -- Players play games through an interface -- Experiences can be judged by their interest curves -- One kind of experience is the story -- Story and game structures can be artfully merged with indirect control -- Stories and games take place in worlds -- Worlds contain characters -- Worlds contain spaces -- The look and feel of a world is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- The team sometimes communicates through documents -- Good games are created through playtesting -- The team builds a game with technology -- Your game will probably have a client -- The designer gives the client a pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a motivation -- Goodbye."@en ;
   schema:exampleOfWork <http://worldcat.org/entity/work/id/793202218> ;
   schema:inLanguage "en" ;
   schema:name "The art of game design : a book of lenses"@en ;
   schema:productID "262718183" ;
   schema:publication <http://www.worldcat.org/title/-/oclc/262718183#PublicationEvent/san_francisco_calif_morgan_kaufmann_oxford_elsevier_science_distributor_2008> ;
   schema:publisher <http://experiment.worldcat.org/entity/work/data/793202218#Agent/elsevier_science_distributor> ; # Elsevier Science [distributor]
   schema:publisher <http://experiment.worldcat.org/entity/work/data/793202218#Agent/morgan_kaufmann> ; # Morgan Kaufmann
   schema:workExample <http://worldcat.org/isbn/9780123694966> ;
   umbel:isLike <http://bnb.data.bl.uk/id/resource/GBA875159> ;
   wdrs:describedby <http://www.worldcat.org/title/-/oclc/262718183> ;
    .


Related Entities

<http://experiment.worldcat.org/entity/work/data/793202218#Agent/elsevier_science_distributor> # Elsevier Science [distributor]
    a bgn:Agent ;
   schema:name "Elsevier Science [distributor]" ;
    .

<http://experiment.worldcat.org/entity/work/data/793202218#Agent/morgan_kaufmann> # Morgan Kaufmann
    a bgn:Agent ;
   schema:name "Morgan Kaufmann" ;
    .

<http://experiment.worldcat.org/entity/work/data/793202218#Place/san_francisco_calif> # San Francisco, Calif.
    a schema:Place ;
   schema:name "San Francisco, Calif." ;
    .

<http://id.loc.gov/authorities/subjects/sh2008101479> # Computer games--Design
    a schema:Intangible ;
   schema:name "Computer games--Design"@en ;
    .

<http://id.worldcat.org/fast/872112> # Computer games--Design
    a schema:Intangible ;
   schema:name "Computer games--Design"@en ;
    .

<http://viaf.org/viaf/100746761> # Jesse Schell
    a schema:Person ;
   schema:familyName "Schell" ;
   schema:givenName "Jesse" ;
   schema:name "Jesse Schell" ;
    .

<http://worldcat.org/isbn/9780123694966>
    a schema:ProductModel ;
   schema:isbn "0123694965" ;
   schema:isbn "9780123694966" ;
    .


Content-negotiable representations

Close Window

Please sign in to WorldCat 

Don't have an account? You can easily create a free account.