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008 140318s2014 njua o 001 0 eng d
040 _aUMI
_beng
_epn
_cUMI
_dCOO
_dDEBBG
_dDEBSZ
_dS4S
_dOCLCQ
_dOCLCF
_dVT2
_dOCLCQ
020 _a9780133155181
020 _a0133155188
020 _a0321886925
020 _a9780321886927
020 _z9780321886927
024 3 _a9780321886927
035 _a(OCoLC)873843566
037 _aCL0500000403
_bSafari Books Online
050 4 _aQA76.76.C672
_bA58 2014
082 0 4 _a794.8
_223
100 1 _aAnthropy, Anna.
245 1 2 _aA game design vocabulary :
_bexploring the foundational principles behind good game design /
_cAnna Anthropy, Naomi Clark.
260 _aUpper Saddle River, NJ :
_bAddison-Wesley,
_c©2014.
300 _a211 Pages :
_billustrations.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aGame Design Ser.
588 0 _aOnline resource; title from title page (Safari, viewed Mar. 6, 2014).
500 _aIncludes index.
520 8 _aAnnotation
_bMaster the Principles and Vocabulary of Game DesignWhy aren't videogames getting better? Why does it feel like we're playing the same games, over and over again? Why aren't games helping us transform our lives, like great music, books, and movies do?The problem is language. We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences ... complement intuition with design discipline ... and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genresTell great stories: go way beyond cutscenes and text dumpsControl the crucial relationships between game "verbs" and "objects"Wield the full power of development, conflict, climax, and resolutionShape scenes, pacing, and player choicesDeepen context via art, animation, music, and soundHelp players discover, understand, engage, and "talk back" to youEffectively use resistance and difficulty: the "push and pull" of gamesDesign holistically: integrate visuals, audio, and controlsCommunicate a design vision everyone can understand.
650 0 _aComputer games
_xDesign.
650 0 _aComputer games
_xProgramming.
650 7 _aComputer games
_xDesign.
_2fast
_0(OCoLC)fst00872112
650 7 _aComputer games
_xProgramming.
_2fast
_0(OCoLC)fst00872114
655 4 _aElectronic books.
700 1 _aClark, Naomi.
830 0 _aGame Design Ser.
029 1 _aDEBBG
_bBV042031514
029 1 _aDEBSZ
_b414169670
029 1 _aGBVCP
_b796785031
029 1 _aNZ1
_b15389044
942 _cBOOK
994 _aZ0
_bSUPMU
948 _hNO HOLDINGS IN SUPMU - 82 OTHER HOLDINGS
596 _a1 2
999 _c4479
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