Edition |
3rd edition. |
Description |
xxvii, 507 pages : illustrations ; 24 cm |
Note |
"An A K Peters book." |
Bibliography |
Includes bibliographical references and index. |
Summary |
"Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms and genres of play as well as processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers"-- Provided by publisher. |
Contents |
pt. 1: Game design basics. The role of the game designer -- The structure of games -- Working with formal elements -- Working with dramatic elements -- Working with system dynamics -- pt. 2: Designing a game. Conceptualization -- Prototyping -- Digital prototyping -- Playtesting -- Functionality, completeness, and balance -- Fun and accessibility -- pt. 3: Working as a game designer. Team structures -- Stages and methods of development -- Communicating your designs -- Understanding the new game industry -- Selling yourself and your ideas to the game industry. |
Subject |
Video games -- Programming.
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Video games -- Design.
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Computer graphics.
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COMPUTERS -- Programming -- Games.
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Computer games -- Design.
(OCoLC)fst00872112
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Computer games -- Programming.
(OCoLC)fst00872114
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Computer graphics. (OCoLC)fst00872119
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Computerspiel. (DE-588)4010457-6
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Programmierung. (DE-588)4076370-5
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ISBN |
9781482217162 (pbk.) |
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1482217163 (pbk.) |
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