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Verlag: The MIT Press, Cambridge, MA, 2020
ISBN 10: 0262043912 ISBN 13: 9780262043915
Sprache: Englisch
Anbieter: Montana Book Company, Fond du Lac, WI, USA
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EUR 15,82
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In den WarenkorbHardcover. Zustand: Very Good to Near Fine. 1st Edition. 230 pp. Tightly bound. Corners not bumped. Text is free of markings. No ownership markings. Published without dust jacket. Printed boards. Remainder mark bottom fore-edge. First Edition / First Printing. 10,9,8,7,6,5,4,3,2,1.
Verlag: The MIT Press, Cambridge, MA, 2020
ISBN 10: 0262043912 ISBN 13: 9780262043915
Sprache: Englisch
Anbieter: Montana Book Company, Fond du Lac, WI, USA
Erstausgabe
EUR 16,70
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In den WarenkorbHardcover. Zustand: Near Fine to Fine. 1st Edition. 230 pp. Tightly bound. Corners not bumped. Text is free of markings. No ownership markings. Published without dust jacket. Printed boards. No remainder mark. First Edition / First Printing. 10,9,8,7,6,5,4,3,2,1.
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In den WarenkorbHardcover. Zustand: Brand New. 230 pages. 9.25x6.25x0.75 inches. In Stock.
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In den WarenkorbHardcover. Zustand: Good. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).
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In den WarenkorbHardcover. Zustand: new. Hardcover. An introduction to the basic concepts of game design, focusing on techniques used in commercial game production.An introduction to the basic concepts of game design, focusing on techniques used in commercial game production.This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels-mechanics and systems, gameplay, and player experience-and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.The book first introduces the core model and framework for analyzing and designing games. It then discusses the three levels in detail, explaining player experience and identifying design goals; introducing low-level structural analysis of gameplay in terms of basic mechanics; describing how mechanics build up into systems; and presenting concepts for understanding gameplay, defined as the dynamic behavior of players when they interact with mechanics and systems. Finally, the book offers students advice on creating game prototypes using an iterative, user-centered process. Each chapter offers a set of exercises for individuals and design challenges for groups. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
EUR 74,31
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In den WarenkorbHardcover. Zustand: new. Hardcover. An introduction to the basic concepts of game design, focusing on techniques used in commercial game production.An introduction to the basic concepts of game design, focusing on techniques used in commercial game production.This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels-mechanics and systems, gameplay, and player experience-and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.The book first introduces the core model and framework for analyzing and designing games. It then discusses the three levels in detail, explaining player experience and identifying design goals; introducing low-level structural analysis of gameplay in terms of basic mechanics; describing how mechanics build up into systems; and presenting concepts for understanding gameplay, defined as the dynamic behavior of players when they interact with mechanics and systems. Finally, the book offers students advice on creating game prototypes using an iterative, user-centered process. Each chapter offers a set of exercises for individuals and design challenges for groups. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.