The art of game design: a book of lenses / Jesse Schell.
Tipo de material: TextoIdioma: 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
- sin medio
- volumen
- 9781138632059
- The art of game design
- 794.8/1536 23
- QA 76 .76 .C672 S34 2020
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 | 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 |
Navegando Biblioteca Antonio Enriquez Savignac estanterías, Colección: COLECCIÓN RESERVA Cerrar el navegador de estanterías (Oculta el navegador de estanterías)
QA76.76C65 L4518 Fundamentos de compiladores: Cómo traducir al lenguaje de computadora/ | QA 76.76.C672 F84 2019 Game design workshop : a playcentric approach to creating innovative games / | QA 76.76.C672 S25 2003 Rules of play : game design fundamentals / | QA 76 .76 .C672 S34 2020 The art of game design: a book of lenses / | QA 76 .76 .C672 Z53 2011 Gamification by design : implementing game mechanics in web and mobile apps / | QA76.76.C73 J762 2008 Estimación de costos y administración de proyectos de software / | QA 76 .76 .D47 B43 2005 Extreme programming explained : embrace change / |
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.