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The art of game design: a book of lenses / Jesse Schell.

Por: Tipo de material: TextoTextoIdioma: Inglés Editor: Boca Raton : Distribuidor: CRC Press, Fecha de copyright: ©2020Edición: 3a ediciónDescripción: xxxi, 610 páginas : ilustraciones, gráficas, fotografías ; 23.5 x 19 cmTipo de contenido:
  • texto
Tipo de medio:
  • sin medio
Tipo de soporte:
  • volumen
ISBN:
  • 9781138632059
Otro título:
  • The art of game design
Tema(s): Clasificación CDD:
  • 794.8/1536 23
Clasificación LoC:
  • QA 76 .76 .C672 S34 2020
Contenidos:
Ch 1 In the Beginning, There Is the Designer. -- Ch 2 The Designer Creates an Experience. -- Ch 3 The Experience Takes Place in a Venue. -- Ch 4 The Experience Rises Out of a Game. -- Ch 5 The Game Consists of Elements. -- Ch 6 The Elements Support a Theme. -- Ch 7 The Game Begins with an Idea. -- Ch 8 The Game Improves through Iteration. -- Ch 9 The Game Is Made for a Player. -- Ch 10 The Experience Is in the Player’s Mind. -- Ch 11 The Player’s Mind Is Driven by the Player’s Motivation. -- Ch 12 Some Elements Are Game Mechanics. -- Ch 13 Game Mechanics Must Be in Balance. -- Ch 14 Game Mechanics Support Puzzles. -- Ch 15 Players Play Games through an Interface. Ch 16 Experiences Can Be Judged by Their Interest Curves. -- Ch 17 One Kind of Experience Is the Story. -- Ch 18 Story and Game Structures Can Be Artfully Merged with Indirect Control. -- Ch 19 Stories and Games Take Place in Worlds. -- Ch 20 Worlds Contain Characters. -- Ch 21 Worlds Contain Spaces. -- Ch 22 Some Interfaces Create a Feeling of Presence. -- Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. -- Ch 24 Some Games Are Played with Other Players. -- Ch 25 Other Players Sometimes Form Communities. -- Ch 26 The Designer Usually Works with a Team. -- Ch 27 The Team Sometimes Communicates through Documents. -- Ch 28 Good Games Are Created through Playtesting. -- Ch 29 The Team Builds a Game with Technology. -- Ch 30 Your Game Will Probably Have a Client. -- Ch 31 The Designer Gives the Client a Pitch. -- Ch 32 The Designer and Client Want the Game to Make a Profit. -- Ch 33 Games Transform Their Players. -- Ch 34 Designers Have Certain Responsibilities. -- Ch 35 Each Designer Has a Purpose.
Resumen: Resumen en español The Art of Game Design, Décimo Aniversario Edition ofrece a los lectores perspectivas útiles sobre cómo hacer mejores diseños de juegos más rápido. Proporciona instrucciones prácticas sobre la creación de juegos de clase mundial que se jugarán una y otra vez. "El arte del diseño de juegos es uno de los pocos libros a los que hago referencia continuamente durante la producción. Ya sea que esté comenzando o buscando formas de abordar su diseño desde una perspectiva nueva, este libro es imprescindible para su biblioteca (Neil Druckman, director creativo de the last of us en naughty dog) Un buen diseño de juego ocurre cuando ves tu juego desde tantas perspectivas como sea posible. Escrito por uno de los mejores diseñadores de juegos del mundo, The Art of Game Design presenta 116 conjuntos de preguntas, o lentes, para ver el diseño de un juego, que abarca diversos campos como la psicología, la arquitectura, la música, el diseño visual, el cine, la ingeniería de software, el tema diseño de parques, matemáticas, diseño de rompecabezas y antropología.Resumen: The Art of Game Design, Tenth Anniversary Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again. "The Art of Game Design is one of a handful of a books i continuosly reference during production. Wheter you're just starting out or looking for ways to approach your design from a fresh perspective, this book is a must for your library (Neil Druckman, creative director on the last of us at naughty dog) Good game design happens when you view your game from as a many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 116 sets of questions, or lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle desig, and anthropology.
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Existencias
Tipo de ítem Biblioteca actual Biblioteca de origen Colección Signatura topográfica Copia número Estado Notas Fecha de vencimiento Código de barras Reserva de ítems
Libros para consulta en sala Libros para consulta en sala Biblioteca Antonio Enriquez Savignac Biblioteca Antonio Enriquez Savignac COLECCIÓN RESERVA QA 76 .76 .C672 S34 2020 (Navegar estantería(Abre debajo)) Ejem.1 No para préstamo (Préstamo interno) Ingeniería en Datos e Inteligencia Organizacional 042701
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A la cabeza del título: Tenth Anniversary

Incluye referencias bibliográficas e índice

Ch 1 In the Beginning, There Is the Designer. --
Ch 2 The Designer Creates an Experience. --
Ch 3 The Experience Takes Place in a Venue. --
Ch 4 The Experience Rises Out of a Game. --
Ch 5 The Game Consists of Elements. --
Ch 6 The Elements Support a Theme. --
Ch 7 The Game Begins with an Idea. --
Ch 8 The Game Improves through Iteration. --
Ch 9 The Game Is Made for a Player. --
Ch 10 The Experience Is in the Player’s Mind. --
Ch 11 The Player’s Mind Is Driven by the Player’s Motivation. --
Ch 12 Some Elements Are Game Mechanics. --
Ch 13 Game Mechanics Must Be in Balance. --
Ch 14 Game Mechanics Support Puzzles. --
Ch 15 Players Play Games through an Interface.
Ch 16 Experiences Can Be Judged by Their Interest Curves. --
Ch 17 One Kind of Experience Is the Story. --
Ch 18 Story and Game Structures Can Be Artfully Merged with Indirect Control. --
Ch 19 Stories and Games Take Place in Worlds. --
Ch 20 Worlds Contain Characters. --
Ch 21 Worlds Contain Spaces. --
Ch 22 Some Interfaces Create a Feeling of Presence. --
Ch 23 The Look and Feel of a World Is Defined by Its Aesthetics. --
Ch 24 Some Games Are Played with Other Players. --
Ch 25 Other Players Sometimes Form Communities. --
Ch 26 The Designer Usually Works with a Team. --
Ch 27 The Team Sometimes Communicates through Documents. --
Ch 28 Good Games Are Created through Playtesting. --
Ch 29 The Team Builds a Game with Technology. --
Ch 30 Your Game Will Probably Have a Client. --
Ch 31 The Designer Gives the Client a Pitch. --
Ch 32 The Designer and Client Want the Game to Make a Profit. --
Ch 33 Games Transform Their Players. --
Ch 34 Designers Have Certain Responsibilities. --
Ch 35 Each Designer Has a Purpose.

Resumen en español

The Art of Game Design, Décimo Aniversario Edition ofrece a los lectores perspectivas útiles sobre cómo hacer mejores diseños de juegos más rápido. Proporciona instrucciones prácticas sobre la creación de juegos de clase mundial que se jugarán una y otra vez.

"El arte del diseño de juegos es uno de los pocos libros a los que hago referencia continuamente durante la producción. Ya sea que esté comenzando o buscando formas de abordar su diseño desde una perspectiva nueva, este libro es imprescindible para su biblioteca (Neil Druckman, director creativo de the last of us en naughty dog)

Un buen diseño de juego ocurre cuando ves tu juego desde tantas perspectivas como sea posible. Escrito por uno de los mejores diseñadores de juegos del mundo, The Art of Game Design presenta 116 conjuntos de preguntas, o lentes, para ver el diseño de un juego, que abarca diversos campos como la psicología, la arquitectura, la música, el diseño visual, el cine, la ingeniería de software, el tema diseño de parques, matemáticas, diseño de rompecabezas y antropología.

The Art of Game Design, Tenth Anniversary Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

"The Art of Game Design is one of a handful of a books i continuosly reference during production. Wheter you're just starting out or looking for ways to approach your design from a fresh perspective, this book is a must for your library (Neil Druckman, creative director on the last of us at naughty dog)

Good game design happens when you view your game from as a many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 116 sets of questions, or lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle desig, and anthropology.

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