The Art Of Game Design A Book Of Lenses Second Edition Pdf Download

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Good game design happens when you view your game from as many perspectives as possible. The Art of Game Design, Second 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. Create the Digital Games You Love to PlayDiscover an exercise-driven, non-technical approach to game design without …. This is the second edition of the best selling Python book in the world.

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Return to Book Page. Anyone can master the fundamentals of game design—no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, Anyone can master the fundamentals of game design—no technological expertise is necessary.

Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better.

These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it. Get A Copy.

Paperback , pages. More Details Other Editions Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about The Art of Game Design , please sign up. Be the first to ask a question about The Art of Game Design. Lists with This Book. Community Reviews. Showing Average rating 4. Rating details. More filters. Sort order. Jan 23, Michael Burnam-Fink rated it it was amazing Shelves: , games. On one level, this is a textbook about how to design a game.

On another level, this a work of love by someone who clearly understands why games are fun, and how to manage the tricky business of coordinating all the people required to build one. Jesse Schell breaks games down into their individual components, and explains how those can work together to reinforce an experience of fun. The book is full of practical, folksy wisdom on managing artists, programmers, playtesters, and clients.

A charmin On one level, this is a textbook about how to design a game. A charming, conversational book full of hard advice and useful ideas. A good read for anybody who loves games, and essential for somebody who plans to design one. Jan 20, Graham Herrli rated it it was ok Shelves: design-related , game-design-and-gamification. This book contains some thought-provoking suggestions about game design, but it also contains enough empty truisms to become annoying.

For example: "there were many decisions the designer made to lay it out, and these decisions made a significant impact upon the game experience" p.

The final paragraph of each chapter and subchapter could probably be omitted without removing any information from the book. And the number of typos was astounding. I sent Jesse Schell a list of nearly twenty t This book contains some thought-provoking suggestions about game design, but it also contains enough empty truisms to become annoying.

I sent Jesse Schell a list of nearly twenty to correct in e-books or reprintings. Their sheer volume made me a bit dubious of the depth of thought that went into the book. Some parts of it, especially the emotional ramblings toward the end, read like first drafts. The premise of the book intrigued me. Schell pulled together a collection of one hundred "lenses": ways looking at a game to see what needs to be changed about it.

Some of these could be quite useful, although most don't need the surrounding context of the book to support them. The book has a companion Deck of Lenses that might make a better purchase for anyone actually intending to use the lenses for a design. As a former professional juggler and former employee of Disney, Schell's perspective on the entertainment side of the industry was valuable, albeit somewhat trite.

Although this step of clarification slows the process, it also means that we think about each detail more thoroughly p. One way of designing is to come up with the toy first and let that inspire the form of the game p. Elements with few purposes should be merged p. This was a very proactive gesture and gave me considerable respect for his professional courtesy. Now that I own the deck, my earlier recommendation that the deck is likely more useful than the book still stands.

The deck also has the added merit of being beautifully illustrated and satisfyingly crisp. I think it's a good idea to publish the media in multiple formats like this; multiple entries into a world are something which Jesse Schell advocates convincingly for in his book.

I've heard that Stephen Anderson also created a complementary deck of psychological principles to go with his Seductive Interaction Design. Update: My giftee has read deeper into this book and shared some parts with me that I hadn't yet seen.

This book is sexist and misogynistic. I'll update with more details as soon as I have time I want to look into who else is responsible for publishing this material in support of the author , but, wow: those parts are terrible, poorly cited, and contain glaring problems such as "people are saying" weasel words.

I'm going to go ahead and say most reviewers here likely would not have given this boo Update: My giftee has read deeper into this book and shared some parts with me that I hadn't yet seen. I'm going to go ahead and say most reviewers here likely would not have given this book a pass if it contained racism and antisemitism equivalent to the book's sexism, yet look at the star reviews with not a single mention of the outrageous sexism contained herein.

Either those readers believe as the author does, without evidence, so they didn't notice, or they just don't care, which is frustrating and disturbing no matter how you slice it. This book is used as a university textbook, and I cannot imagine seeing those sections in a classroom setting. Furthermore the table of contents for the offensive sections hasn't changed for 3rd edition, so the material is still there! If you search the reviews here for "gender" and "sexist," you'll see that there are red flags about one particular section, and I urge readers to talk back to that part of the book in your reviews and in your game design.

For future editions, it would be helpful if the section in question was handed over to someone else due to the author's limitations and the lack of needed citations, or else omitted entirely.

I'm not sure if that lens permeates the entire book, but I sincerely hope not since this is the go-to book on game design, and otherwise looks to be well received.

A simple test readers and writers can use: Try reading the work with race substituted for gender. If you wouldn't say the thing about race -- if it sounds wrong -- don't say it about gender.

View all 4 comments. Jun 25, George rated it really liked it Shelves: nonfiction. My crash course into game design continues. This book is an excellent resource for the whole process of making a game most of these lessons can also be used for software development in general. My only problem is that some of the topics were covered too generally, but I understand that this is the on My crash course into game design continues.

My only problem is that some of the topics were covered too generally, but I understand that this is the only way to do it without making it the size of Encyclopedia Britannica. The four star review is mostly because the writing style didn't sit well with me. View all 3 comments. Apr 12, Kars rated it really liked it Shelves: non-fiction.

I have mixed feelings about this book. To start with the good: Schell takes a very holistic approach to game design. He's also plain spoken, demystifying a lot of the work that goes into making games.

On the downside: the range of topics Schell covers in his effort to be holistic leads to some shallow treatments. His insistence on accessibility means things are sometimes dumbed down too much, assumptions aren't examined or in the worst cases arguments are based on questionable pseudoscience.

I I have mixed feelings about this book. I also found the insistence of turning everything into a lens tiresome. I personally find a list of things to keep in mind when designing unwieldy and ultimately unrealistic. An approach that is at odds with the pragmatic tone of the rest of the book. In summary, I can't think of any game design book that covers this much ground, so it makes a great if hefty introduction to the field.

However, each separate topic discussed herein is served better by other titles. I read this book mostly because a friend was reading it and game design is something I'm peripherally interested in. That being said, with a few exceptions, I found the book pretty useful. It covers the full range of decisions that go into game design and has tips, or at the book puts it 'lenses' through which you can examine you game.

The Art of Game Design, 3rd Edition

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Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. This is the second edition of the best selling Python book in the world. Python Crash ….

The Art of Game Design: A Book of Lenses

Good game design happens when you view your game from as many perspectives as possible. The Art of Game Design, Second 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. This was perhaps the most important thing that Jesse ever taught me.

This Book provides an clear examples on each and every topics covered in the contents of the book to provide an every user those who are read to develop their knowledge. The reason is the electronic devices divert your attention and also cause strains while reading eBooks. Good game design happens when you view your game from as many perspectives as possible.

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 Сегодня суббота, сэр. Обычно мы… - Знаю, - спокойно сказал.  - Но ситуация чрезвычайная. Сьюзан встала. Чрезвычайная ситуация. Она не помнила, чтобы это слово срывалось когда-нибудь с губ коммандера Стратмора.

Сотрудник отдела обеспечения системной безопасности Фил Чатрукьян, приникнув лицом к стеклу, отчаянно барабанил по нему, стараясь разглядеть, есть ли кто-нибудь внутри. Он что-то говорил, но сквозь звуконепроницаемую перегородку слов не было слышно. У него был такой вид, словно он только что увидел привидение. - Какого черта здесь нужно Чатрукьяну? - недовольно поинтересовался Стратмор.  - Сегодня не его дежурство.

Затем начал читать надпись вслух: - Q… U… 1…S… пробел… С, Джабба и Сьюзан в один голос воскликнули: - Пробел? - Джабба перестал печатать.  - Там пробел. Беккер пожал плечами и вгляделся в надпись. - Да, их тут немало. - Я что-то не понимаю, - вмешался Фонтейн.  - Чего мы медлим.

Но не только молодые криптографы научились уважать Стратмора; еще в начале своей карьеры он был замечен начальством как человек, разработавший целый ряд неортодоксальных и в высшей степени успешных разведывательных операций. Продвигаясь по служебной лестнице, Тревор Стратмор прославился умением сжато и одновременно глубоко анализировать сложнейшие ситуации. Он обладал почти сверхъестественной способностью преодолевать моральные затруднения, с которыми нередко бывают связаны сложные решения агентства, и действовать без угрызений совести в интересах всеобщего блага. Ни у кого не вызывало сомнений, что Стратмор любит свою страну.

Ее всегда поражало, что даже в преддверии катастрофы Стратмор умел сохранять выдержку и спокойствие. Она была убеждена, что именно это качество определило всю его карьеру и вознесло на высшие этажи власти. Уже направляясь к двери, Сьюзан внимательно посмотрела на ТРАНСТЕКСТ.

The Art of Game Design, 2nd Edition
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