Description |
1 online resource (1 volume) : illustrations |
Series |
Game Design Ser |
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Game Design Ser
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Contents |
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 |
Summary |
Annotation 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 |
Notes |
Includes index |
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Online resource; title from title page (Safari, viewed March 6, 2014) |
Subject |
Video games -- Design
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Video games -- Programming.
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Computer games -- Design
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Video games -- Programming
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Form |
Electronic book
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Author |
Clark, Naomi
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ISBN |
9780133155181 |
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0133155188 |
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0321886925 |
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9780321886927 |
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