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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

by

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design Cover

 

Synopses & Reviews

Publisher Comments:

Since the first arcade videogames appeared in the 1970s, publishers have invested billions of dollars in developing more powerful technologies to deliver richer player experiences. Games have often taken a central role in popular culture; in fact, organizations are even attempting to “gamify” traditional business processes. However, our language for understanding, discussing, and designing games has remained primitive — and this has made it more difficult to create great games or intelligently evaluate them.

 

A Game Design Vocabulary fills this gap, offering a complete shared framework for understanding and evaluating game design — as creators, as players, as students, as game industry decision-makers. Anna Anthropy approaches games through the lens of storytelling and vocabulary, examining the structure of a game, identifying its verbs, adverbs, objects, and showing how game designers develop these elements over the course of a game.

 

Anthropy uses extensive examples to illuminate abstract concepts in game design. In multiple case studies, she dissects samples from existing games. Every chapter concludes with hands-on design challenges and learning exercises that promote deeper insight — and can be done with or without access to any game development technologies.

 

Coverage includes:

  • Verbs and objects, the fundamental game characters
  • Scenes, which we use to develop those characters
  • Context, using video and audio to communicate game rules
  • Resistance, our ability to reward or to waste the player's time
  • Designing games holistically, rather than as a collection of parts
  • Chapters will end with design challenges and exercise.
  • There will be additional materials for instructors including, interactive examples, test questions, and group project ideas.

Synopsis:

Master the Principles and Vocabulary of Game Design

 

Why 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 genres
  • Tell great stories: go way beyond cutscenes and text dumps
  • Control the crucial relationships between game “verbs” and “objects”
  • Wield the full power of development, conflict, climax, and resolution
  • Shape scenes, pacing, and player choices
  • Deepen context via art, animation, music, and sound
  • Help players discover, understand, engage, and “talk back” to you
  • Effectively use resistance and difficulty: the “push and pull” of games
  • Design holistically: integrate visuals, audio, and controls
  • Communicate a design vision everyone can understand

About the Author

Anna Anthropy is a noted game critic, designer, writer, and speaker who has recently presented in venues ranging from NYU to the Game Developers Conference (GDC). She has created several independent videogames, including Lesbian Spider-Queens of Mars, Mighty Jill Off, Keep Me Occupied and dys4ia. She is author of Rise of the Videogame Zinesters, a book about how everyone can and should make videogames.

Table of Contents

1. Introduction

2. Vocabulary

3. Left to Right

4. Castles and Caves

5. Resistance

6. Storytelling

Further Exploration

Index

Product Details

ISBN:
9780321886927
Author:
Anthropy, Anna
Publisher:
Addison-Wesley Professional
Author:
Clark, Naomi
Subject:
Software Engineering-Game Design
Subject:
Computer Graphics - Game Programming
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; 3d printer; game maker;
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; 3d printer; game maker;
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; 3d printer; game maker;
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; game maker; game design
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; game maker; game design
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; game maker; game design
Subject:
Game Development; Prototyping; game design; game development software; game development jobs; video game development; html5 game development; game developer; android game development; game development tools; flash game development; game maker; game design
Copyright:
Edition Description:
Trade paper
Series:
Game Design/Usability
Publication Date:
20131031
Binding:
TRADE PAPER
Language:
English
Pages:
240
Dimensions:
8.9 x 7 x 0.4 in 454 gr

Related Subjects

Arts and Entertainment » Art » Style and Design
Computers and Internet » Software Engineering » Game Design
Science and Mathematics » Mathematics » Algebra » General

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design New Trade Paper
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$34.99 In Stock
Product details 240 pages Addison-Wesley Professional - English 9780321886927 Reviews:
"Synopsis" by ,

Master the Principles and Vocabulary of Game Design

 

Why 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 genres
  • Tell great stories: go way beyond cutscenes and text dumps
  • Control the crucial relationships between game “verbs” and “objects”
  • Wield the full power of development, conflict, climax, and resolution
  • Shape scenes, pacing, and player choices
  • Deepen context via art, animation, music, and sound
  • Help players discover, understand, engage, and “talk back” to you
  • Effectively use resistance and difficulty: the “push and pull” of games
  • Design holistically: integrate visuals, audio, and controls
  • Communicate a design vision everyone can understand

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