| 000 | 02706cam a2200313 i 4500 | ||
|---|---|---|---|
| 001 | 41395 | ||
| 008 | 141002s2015 flua b 001 0 eng | ||
| 010 | _a2014039043 | ||
| 020 |
_a1466598646 _q (pbk. : alk. paper) |
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| 020 |
_a9781466598645 _q (pbk. : alk. paper) |
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| 035 |
_a(OCoLC)869263774 _z(OCoLC)899727597 |
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| 040 |
_aDLC _beng _cDLC _dYDX _dBTCTA _dYDXCP _dTMK _dIAD _dOCLCF _dCRCPR _dCDX _dNLGGC _dBAUN _erda |
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| 049 | _aBAUN_MERKEZ | ||
| 050 | 0 | 0 |
_aQA76.76.C672 _bS34 2015 |
| 082 | 0 | 0 | _223 |
| 100 | 1 | _aSchell, Jesse | |
| 245 | 1 | 4 |
_aThe art of game design : _ba book of lenses / _cJesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA |
| 250 | _aSecond edition | ||
| 264 | 1 |
_aBoca Raton : _bCRC Press, _c[2015] |
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| 300 |
_axliv, 555 pages : _billustrations ; _c24 cm |
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| 336 |
_atext _btxt _2rdacontent |
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| 336 |
_astill image _2rdacontent _bstill image |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 504 | _aIncludes bibliographical references and index | ||
| 505 | 0 |
_t1. In the beginning, there is the designer _t-- 2. The designer creates an experience _t-- 3. The experience takes place in a venue _t-- 4. The experience rises out of a game _t-- 5. The game consists of elements _t-- 6. The elements support a theme _t-- 7. The game begins with an idea _t-- 8. The game improves through iteration _t-- 9. The game is made for a player _t-- 10. The experience is in the player's mind _t-- 11. The player's mind is driven by the player's motivation _t-- 12. Some elements are game mechanics _t-- 13. Game mechanics must be in balance _t-- 14. Game mechanics support puzzles _t-- 15. Players play games through an interface _t-- 16. Experiences can be judged by their interest curves _t-- 17. One kind of experience is the story _t-- 18. Story and game structures can be artfully merged with indirect control _t-- 19. Stories and games take place in worlds _t-- 20. Worlds contain characters _t-- 21. Worlds contain spaces _t-- 22. The look and feel of a world is defined by its aesthetics _t-- 23. Some games are played with other players _t-- 24. Other players sometimes form communities _t-- 25. The designer usually works with a team _t-- 26. The team sometimes communicates through documents _t-- 27. Good games are created through playtesting _t-- 28. The team builds a game with technology _t-- 29. You game will probably have a client _t-- 30. The designer gives the client a pitch _t-- 31. The designer and client want the game to make a profit _t-- 32. Games transform their players _t-- 33. Designers have certain responsibilities _t-- 34. Each designer has a purpose |
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| 650 | 0 |
_aComputer games _xDesign |
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| 942 |
_2lcc _cKT |
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| 999 |
_c39952 _d39952 |
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