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A game design vocabulary : exploring the foundational principles behind good game design /

Annotation

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Anthropy, Anna
Otros Autores: Clark, Naomi
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Upper Saddle River, NJ : Addison-Wesley, ©2014.
Colección:Game Design Ser.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

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100 1 |a Anthropy, Anna. 
245 1 2 |a A game design vocabulary :  |b exploring the foundational principles behind good game design /  |c Anna Anthropy, Naomi Clark. 
260 |a Upper Saddle River, NJ :  |b Addison-Wesley,  |c ©2014. 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
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490 1 |a Game Design Ser. 
588 0 |a Online resource; title from title page (Safari, viewed March 6, 2014). 
500 |a Includes index. 
520 8 |a Annotation  |b Master the Principles and Vocabulary of Game DesignWhy 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 genresTell great stories: go way beyond cutscenes and text dumpsControl the crucial relationships between game "verbs" and "objects"Wield the full power of development, conflict, climax, and resolutionShape scenes, pacing, and player choicesDeepen context via art, animation, music, and soundHelp players discover, understand, engage, and "talk back" to youEffectively use resistance and difficulty: the "push and pull" of gamesDesign holistically: integrate visuals, audio, and controlsCommunicate a design vision everyone can understand. 
505 0 |a Part I. Elements of vocabulary / Anna Anthropy. Language : Signs versus design ; Failures of language ; A voice needs words ; A beginning -- Verbs and objects : Rules ; Creating choices ; Explaining with context ; Objects ; The physical layer ; Character development ; Elegance ; -- Scenes : Rules in scenes ; Shaping and pacing ; Layering objects ; Moments of inversion ; Chance -- Context : First impressions ; Recurring motifs ; Character design ; Animation ; Scene composition ; Camera ; Sound -- Part II. Conversations / Naomi Clark. Creating dialogue : Players ; Creating conversation ; Iterating to fun and beyond ; Your conversation -- Resistance : Push and pull ; Flow ; Alternatives to flow ; Opening up space ; Opening up purpose ; The pull of rewards ; Time and punishment ; Scoring and reflection -- Storytelling : Pattern recognition ; Authored stories ; Interpreted stories ; Open stories. 
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650 0 |a Video games  |x Design. 
650 0 |a Video games  |x Programming. 
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650 7 |a Video games  |x Programming  |2 fast 
700 1 |a Clark, Naomi. 
776 0 8 |i Print version:  |a Anthropy, Anna.  |t Game design vocabulary.  |d Upper Saddle River, NJ : Addison-Wesley, ©2014  |w (DLC) 2013956696 
830 0 |a Game Design Ser. 
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