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The Resource The art of game design : a book of lenses, Jesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA

The art of game design : a book of lenses, Jesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA

Label
The art of game design : a book of lenses
Title
The art of game design
Title remainder
a book of lenses
Statement of responsibility
Jesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA
Creator
Author
Subject
Language
eng
Cataloging source
DLC
http://library.link/vocab/creatorName
Schell, Jesse
Dewey number
794.8/1536
Illustrations
illustrations
Index
index present
LC call number
QA76.76.C672
LC item number
S34 2015
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/subjectName
Computer games
Label
The art of game design : a book of lenses, Jesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type code
  • txt
  • sti
Content type MARC source
  • rdacontent
  • rdacontent
Contents
1. In the beginning, there is the designer -- 2. The designer creates an experience -- 3. The experience takes place in a venue -- 4. The experience rises out of a game -- 5. The game consists of elements -- 6. The elements support a theme -- 7. The game begins with an idea -- 8. The game improves through iteration -- 9. The game is made for a player -- 10. The experience is in the player's mind -- 11. The player's mind is driven by the player's motivation -- 12. Some elements are game mechanics -- 13. Game mechanics must be in balance -- 14. Game mechanics support puzzles -- 15. Players play games through an interface -- 16. Experiences can be judged by their interest curves -- 17. One kind of experience is the story -- 18. Story and game structures can be artfully merged with indirect control -- 19. Stories and games take place in worlds -- 20. Worlds contain characters -- 21. Worlds contain spaces -- 22. The look and feel of a world is defined by its aesthetics -- 23. Some games are played with other players -- 24. Other players sometimes form communities -- 25. The designer usually works with a team -- 26. The team sometimes communicates through documents -- 27. Good games are created through playtesting -- 28. The team builds a game with technology -- 29. You game will probably have a client -- 30. The designer gives the client a pitch -- 31. The designer and client want the game to make a profit -- 32. Games transform their players -- 33. Designers have certain responsibilities -- 34. Each designer has a purpose
Control code
ocn869263774
Dimensions
24 cm
Edition
Second edition.
Extent
xliv, 555 pages
Isbn
9781498717328
Lccn
2014039043
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
illustrations
System control number
(OCoLC)869263774
Label
The art of game design : a book of lenses, Jesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type code
  • txt
  • sti
Content type MARC source
  • rdacontent
  • rdacontent
Contents
1. In the beginning, there is the designer -- 2. The designer creates an experience -- 3. The experience takes place in a venue -- 4. The experience rises out of a game -- 5. The game consists of elements -- 6. The elements support a theme -- 7. The game begins with an idea -- 8. The game improves through iteration -- 9. The game is made for a player -- 10. The experience is in the player's mind -- 11. The player's mind is driven by the player's motivation -- 12. Some elements are game mechanics -- 13. Game mechanics must be in balance -- 14. Game mechanics support puzzles -- 15. Players play games through an interface -- 16. Experiences can be judged by their interest curves -- 17. One kind of experience is the story -- 18. Story and game structures can be artfully merged with indirect control -- 19. Stories and games take place in worlds -- 20. Worlds contain characters -- 21. Worlds contain spaces -- 22. The look and feel of a world is defined by its aesthetics -- 23. Some games are played with other players -- 24. Other players sometimes form communities -- 25. The designer usually works with a team -- 26. The team sometimes communicates through documents -- 27. Good games are created through playtesting -- 28. The team builds a game with technology -- 29. You game will probably have a client -- 30. The designer gives the client a pitch -- 31. The designer and client want the game to make a profit -- 32. Games transform their players -- 33. Designers have certain responsibilities -- 34. Each designer has a purpose
Control code
ocn869263774
Dimensions
24 cm
Edition
Second edition.
Extent
xliv, 555 pages
Isbn
9781498717328
Lccn
2014039043
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
illustrations
System control number
(OCoLC)869263774

Library Locations

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      6014 South Datura Street, Littleton, CO, 80120, US
      39.6078903 -105.0037841
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