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Designing Games: A Guide to Engineering Experiencesby Tynan Sylvester
Synopses & Reviews
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.
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.
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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.
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 firstname.lastname@example.org.
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
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