ISBN: 9780134392073 - games, design and play: a detailed approach to iterative game design (22 Ergebnisse)

Sprache: Englisch
Verlag: Addison-Wesley Professional (edition 1), 2016
Serie: Buch 8 von 16 - Game Design
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Paperback. Zustand: Good. The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You?ll walk through conceiving and creating a game?s inner workings, including its core actions, themes, and especially its play experience. Step by step, you?ll assemble every component of your ?videogame,? creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and playersMastering ?tools? such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and contextComparing types of play and player experiencesConsidering the demands videogames make on playersEstablishing a game?s design valuesCreating design documents, schematics, and tracking spreadsheetsCollaborating in teams on a shared design visionBrainstorming and conceptualizing designsUsing prototypes to realize and playtest designsImproving designs by making the most of playtesting feedbackKnowing when a design is ready for productionLearning the rules so you can break them.…

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Paperback. Zustand: Good. The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You?ll walk through conceiving and creating a game?s inner workings, including its core actions, themes, and especially its play experience. Step by step, you?ll assemble every component of your ?videogame,? creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and playersMastering ?tools? such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and contextComparing types of play and player experiencesConsidering the demands videogames make on playersEstablishing a game?s design valuesCreating design documents, schematics, and tracking spreadsheetsCollaborating in teams on a shared design visionBrainstorming and conceptualizing designsUsing prototypes to realize and playtest designsImproving designs by making the most of playtesting feedbackKnowing when a design is ready for productionLearning the rules so you can break them.…

Sprache: Englisch
Verlag: Addison-Wesley Professional (edition 1), 2016
Serie: Buch 8 von 16 - Game Design
- Softcover
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Zustand: Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions.…

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Paperback. Zustand: new. Paperback. This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-colour examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realised design. Youll walk through conceiving and creating a games inner workings, including its core actions, themes, and especially its play experience. Step by step, youll assemble every component of your videogame, creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering tools such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a games design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualising designs Using prototypes to realise and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them! Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

- Softcover
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Rústica. Zustand: New. Zustand des Schutzumschlags: Nuevo. 01. LIBRO.

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Zustand: Nuevo. Games design play: detailed approach iterative game design editado por Addison wesley.

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Zustand: New. In English.

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Zustand: New. Games, Design and Play completely demystifies the art of videogame design, by taking a play-focused and process-oriented approach that walks readers through every step, and provides a complete toolkit for creating compelling game experiences.

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Taschenbuch. Zustand: Neu. Neuware - The play-focused, step-by-step guide to creating great game designsThis book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design.Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You ll walk through conceiving and creating a game s inner workings, including its core actions, themes, and especially its play experience. Step by step, you ll assemble every component of your videogame, creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between.Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists.Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences!Coverage includes:Understanding core elements of play design: actions, goals, rules, objects, playspace, and playersMastering tools such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and contextComparing types of play and player experiencesConsidering the demands videogames make on playersEstablishing a game s design valuesCreating design documents, schematics, and tracking spreadsheetsCollaborating in teams on a shared design visionBrainstorming and conceptualizing designsUsing prototypes to realize and playtest designsImproving designs by making the most of playtesting feedbackKnowing when a design is ready for productionLearning the rules so you can break them.…

- Softcover
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Paperback. Zustand: new. Paperback. This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-colour examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realised design. Youll walk through conceiving and creating a games inner workings, including its core actions, themes, and especially its play experience. Step by step, youll assemble every component of your videogame, creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering tools such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a games design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualising designs Using prototypes to realise and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them! Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

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