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The Art of Game Design: A Book of Lenses (English) - Second Edition

Art.-Nr.: S0001f-English
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The Art of Game Design: A Book of Lenses (disponible en français)
by Jesse Schell

Anyone can master the fundamentals of game design—no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames.

Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer and will understand how to do it.

Chapters (6, 9, and 23 are available for download)

Chapter 1:     In the beginning, there is the designer.
Chapter 2:     The designer creates an experience.
Chapter 3:     The experience rises out of a game.
Chapter 4:     The game consists of elements.
Chapter 5:     The elements support a theme.
Chapter 6:     The game begins with an idea.
Chapter 7:     The game improves through iteration.
Chapter 8:     The game is made for a player.
Chapter 9:     The experience is in the player’s mind.
Chapter 10:   Some elements are game mechanics.
Chapter 11:   Game mechanics must be in balance.
Chapter 12:   Game mechanics support puzzles.
Chapter 13:   Players play games through an interface.
Chapter 14:   Experiences can be judged by their interest curves.
Chapter 15:   One kind of experience is the story.
Chapter 16:   Story and game structures can be artfully merged with indirect control.
Chapter 17:   Stories and games take place in worlds.
Chapter 18:   Worlds contain characters.
Chapter 19:   Worlds contain spaces.
Chapter 20:   The look and feel of a world is defined by its aesthetics.
Chapter 21:   Some games are played with other players.
Chapter 22:   Other players sometimes form communities.
Chapter 23:   The designer usually works with a team.
Chapter 24:   The team sometimes communicates through documents.
Chapter 25:   Good games are created through playtesting.
Chapter 26:   The team builds a game with technology.
Chapter 27:   Your game will probably have a client.
Chapter 28:   The designer gives the client a pitch.
Chapter 29:   The designer and client want the game to make a profit.
Chapter 30:   Games transform their players.
Chapter 31:   Designers have certain responsibilities.
Chapter 32:   Each designer has a motivation.


Product specifications:

  • Paperback: 520 pages
  • Publisher: CRC Press; 1 edition (August 4, 2008)
  • Language: English
  • ISBN-10: 0123694965
  • ISBN-13: 978-0123694966
  • Product Dimensions: 1.4 x 7.5 x 9.2 inches
  • Weight: 1 kg


Achtung: Nicht für Kinder unter drei Jahren geeignet.

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