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Designing Games: A Guide to Engineering Experiences

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Designing Games: A Guide to Engineering Experiences Cover

 

Synopses & Reviews

Publisher Comments:

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todays hit video games. Youll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.

In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.

  • Create game mechanics to trigger a range of emotions and provide a variety of play
  • Explore several options for combining narrative with interactivity
  • Build interactions that let multiplayer gamers get into each others heads
  • Motivate players through rewards that align with the rest of the game
  • Establish a metaphor vocabulary to help players learn which design aspects are game mechanics
  • Plan, test, and analyze your design through iteration rather than deciding everything up front
  • Learn how your games market positioning will affect your design

Synopsis:

How do you design a video game that people love to play? In this practical guide, game designer Tynan Sylvester shows you how to create emotionally charged experiences through the right combination of game mechanics, fictional wrapping, and story. Youll learn design principles and practices used by top studios, backed by examples from todays most popular games.

This book also takes you through the day-to-day process necessary to keep your project on track: when to build and when to test, how to work with a team, and how to avoid creative dead ends.

Explore topics such as:

  • Integration: thread fictional elements and games rules together into a single system of meaning
  • Emergence: generate plot, character, and theme in response to a players decisions
  • Compulsion: understand the difference between motivating players and fulfilling them, and how to do each
  • Elegance: maximize a games emotional power and variety of play experiences while minimizing the burden on players—and your team
  • Iteration: plan, test, and analyze your design in stages instead of trying to decide everything up front

Synopsis:

How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment.

Author and experienced game designer Tynan Sylvester takes you through everything from narrative to motivation, using down-to-earth advice and real-world examples. Great games affect people in ways that stories alone cannot, and there are lots of possibilities yet to discover. This book is a light along that path.

  • Learn how to make practical design decisions and weigh trade offs
  • Establish a planning horizon and test your design through iteration
  • Find low-cost, high-reward solutions for making your game accessible yet deep
  • Understand methods for balancing levels, scheduling rewards, and designing rich multilayer interactions
  • Provide motivation, and discover how to make the game just difficult enough

About the Author

Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website.

Tynan believes that much of what we think of game design grows from the metaphors we use to describe it. He likes to work at finding metaphors that create useful answers instead of deadly assumptions. He also enjoys bacon and prefers Picard to Kirk.

Tynan's game design blog is at tynansylvester.com. He likes talking to people, so go ahead and post a comment or email him at tynan.sylvester@gmail.com.

Table of Contents

PrefacePart One: Engines of ExperienceChapter 1: Engines of ExperiencePart Two: Game CraftingChapter 2: EleganceChapter 3: SkillChapter 4: NarrativeChapter 5: DecisionsChapter 6: BalanceChapter 7: MultiplayerChapter 8: Motivation and FulfillmentChapter 9: InterfaceChapter 10: The MarketPart Three: ProcessChapter 11: Planning and IterationChapter 12: Knowledge CreationChapter 13: DependenciesChapter 14: AuthorityChapter 15: MotivationChapter 16: Complex DecisionsChapter 17: ValuesEndgameRecommended BooksQuiz AnswersSources

Product Details

ISBN:
9781449337933
Author:
Sylvester, Tynan
Publisher:
O'Reilly Media
Subject:
Computer Graphics - Game Programming
Subject:
Computers Reference-Social Aspects-Human and Computer Interaction
Subject:
balance;gamasutra;interactivity;multiplayer;narrative;nintendo;ps3;psvita;rewards;story;user experience;video game;wii;xbox
Subject:
Software Engineering-Game Design
Subject:
CourseSmart Subject Description
Copyright:
Edition Description:
Print PDF
Publication Date:
20130231
Binding:
TRADE PAPER
Language:
English
Pages:
416
Dimensions:
9 x 6 in

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Related Subjects

Computers and Internet » Computers Reference » General
Computers and Internet » Computers Reference » Social Aspects » Human and Computer Interaction
Computers and Internet » Graphics » Digital Media » Video and Animation
Computers and Internet » Software Engineering » Game Design
Reference » Science Reference » Technology

Designing Games: A Guide to Engineering Experiences New Trade Paper
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$39.99 In Stock
Product details 416 pages O'Reilly Media - English 9781449337933 Reviews:
"Synopsis" by ,

How do you design a video game that people love to play? In this practical guide, game designer Tynan Sylvester shows you how to create emotionally charged experiences through the right combination of game mechanics, fictional wrapping, and story. Youll learn design principles and practices used by top studios, backed by examples from todays most popular games.

This book also takes you through the day-to-day process necessary to keep your project on track: when to build and when to test, how to work with a team, and how to avoid creative dead ends.

Explore topics such as:

  • Integration: thread fictional elements and games rules together into a single system of meaning
  • Emergence: generate plot, character, and theme in response to a players decisions
  • Compulsion: understand the difference between motivating players and fulfilling them, and how to do each
  • Elegance: maximize a games emotional power and variety of play experiences while minimizing the burden on players—and your team
  • Iteration: plan, test, and analyze your design in stages instead of trying to decide everything up front

"Synopsis" by ,

How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment.

Author and experienced game designer Tynan Sylvester takes you through everything from narrative to motivation, using down-to-earth advice and real-world examples. Great games affect people in ways that stories alone cannot, and there are lots of possibilities yet to discover. This book is a light along that path.

  • Learn how to make practical design decisions and weigh trade offs
  • Establish a planning horizon and test your design through iteration
  • Find low-cost, high-reward solutions for making your game accessible yet deep
  • Understand methods for balancing levels, scheduling rewards, and designing rich multilayer interactions
  • Provide motivation, and discover how to make the game just difficult enough

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