Designing Games

A Guide to Engineering Experiences

Author: Tynan Sylvester

Publisher: O'Reilly Media

ISBN: 1449338038

Category: Computers

Page: 416

View: 4687

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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design
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Alan Turing, Enigma

Author: Andrew Hodges

Publisher: Springer Verlag

ISBN: 9783211826270

Category: Biography & Autobiography

Page: 662

View: 4950

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Alan Turing, Enigma ist die Biographie des legendAren britischen Mathematikers, Logikers, Kryptoanalytikers und Computerkonstrukteurs Alan Mathison Turing (1912-1954). Turing war einer der bedeutendsten Mathematiker dieses Jahrhunderts und eine hAchst exzentrische PersAnlichkeit. Er gilt seit seiner 1937 erschienenen Arbeit "On Computable Numbers," in der er das Prinzip des abstrakten Universalrechners entwickelte, als der Erfinder des Computers. Er legte auch die Grundlagen fA1/4r das heute "KA1/4nstliche Intelligenz" genannte Forschungsgebiet. Turings zentrale Frage "Kann eine Maschine denken?" war das Motiv seiner Arbeit und wird die SchlA1/4sselfrage des Umgangs mit dem Computer werden. Die bis 1975 geheimgehaltene TAtigkeit Turings fA1/4r den britischen Geheimdienst, die zur EntschlA1/4sselung des deutschen Funkverkehrs fA1/4hrte, trug entscheidend zum Verlauf und Ausgang des Zweiten Weltkriegs bei.
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A Psychology of User Experience

Involvement, Affect and Aesthetics

Author: Phil Turner

Publisher: Springer

ISBN: 3319706535

Category: Computers

Page: 148

View: 4060

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It is well-established that while cognitive psychology provides a sound foundation for an understanding of our interactions with digital technology, this is no longer sufficient to make sense of how we use and experience the personal, relational and ubiquitous technologies that pervade everyday life. This book begins with a consideration of the nature of experience itself, and the user experience (UX) of digital technology in particular, offering a new, broader definition of the term. This is elaborated though a wide-ranging and rigorous review of what are argued to be the three core UX elements. These are involvement, including shared sense making, familiarity, appropriation and “being-with” technologies; affect, including emotions with and about technology, impressions, feelings and mood; and aesthetics, including embodied aesthetics and neuroaesthetics. Alongside this, new insights are introduced into how and why much of our current use of digital technology is simply idling, or killing time. A particular feature of the book is a thorough treatment of parallel, and sometimes competing, accounts from differing academic traditions. Overall, the discussion considers both foundational and more recent theoretical and applied perspectives from social psychology, evolutionary psychology, folk psychology, neuroaesthetics, neuropsychology, the philosophy of technology, design and the fine arts. This broad scope will be enlightening and stimulating for anyone concerned in understanding UX. A Psychology of User Experience stands as a companion text to the author’s HCI Redux text which discusses the contemporary treatment of cognition in human-computer interaction.
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Student Engagement and Participation: Concepts, Methodologies, Tools, and Applications

Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 1522525858

Category: Education

Page: 1595

View: 7029

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The delivery of quality education to students relies heavily on the actions of an institution’s administrative staff. Effective teaching strategies allow for the continued progress of modern educational initiatives. Student Engagement and Participation: Concepts, Methodologies, Tools, and Applications provides comprehensive research perspectives on the multi-faceted issues of student engagement and involvement within the education sector. Including innovative studies on learning environments, self-regulation, and classroom management, this multi-volume book is an ideal source for educators, professionals, school administrators, researchers, and practitioners in the field of education.
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Theory of Fun for Game Design

Author: Raph Koster

Publisher: "O'Reilly Media, Inc."

ISBN: 1932111972

Category: Computers

Page: 244

View: 7444

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Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
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Level Up!

The Guide to Great Video Game Design

Author: Scott Rogers

Publisher: John Wiley & Sons

ISBN: 0470970928

Category: Computers

Page: 520

View: 5062

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The Art of Game Design

A book of lenses

Author: Jesse Schell

Publisher: CRC Press

ISBN: 0123694965

Category: Art

Page: 520

View: 6938

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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 videogames. 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.
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Level Up! The Guide to Great Video Game Design

Author: Scott Rogers

Publisher: John Wiley & Sons

ISBN: 1118877195

Category: Computers

Page: 552

View: 4575

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Want to design your own video games? Let expert Scott Rogersshow you how! If you want to design and build cutting-edge video games butaren’t sure where to start, then the SECOND EDITION of theacclaimed Level Up! is for you! Written by leading videogame expert Scott Rogers, who has designed the hits Pac ManWorld, Maximo and SpongeBob Squarepants, thisupdated edition provides clear and well-thought out examples thatforgo theoretical gobbledygook with charmingly illustrated conceptsand solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLYEXPANDED to teach you how to develop marketable ideas, learn whatperils and pitfalls await during a game’s pre-production,production and post-production stages, and provide even morecreative ideas to serve as fuel for your own projectsincluding: Developing your game design from the spark of inspiration allthe way to production Learning how to design the most exciting levels, the mostprecise controls, and the fiercest foes that will keep your playerschallenged Creating games for mobile and console systems – includingdetailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with thehelp of brand new examples Level Up! 2nd Edition is includes all-new content, anintroduction by David “God of War” Jaffe andeven a brand-new chili recipe –making it an even moreindispensable guide for video game designers both “in thefield” and the classroom. Grab your copy of Level Up! 2nd Edition andlet’s make a game!
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The Complete Guide to Game Audio

For Composers, Musicians, Sound Designers, Game Developers

Author: Aaron Marks

Publisher: Taylor & Francis

ISBN: 1136059253

Category: Performing Arts

Page: 456

View: 909

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Turn your musical passion into a profitable career with this essential guide to the business and technical skills you need to succeed in the multi-billion dollar games industry. Step-by-step instructions lead you through the entire music and sound effects process - from developing the essential skills and purchasing the right equipment to keeping your clients happy. Learn everything you need to: Find the jobs. Identify your niche, implement a business and marketing plan that includes a great demo reel, and plug into the established network to find clients. Make the deals. Make the bidding and contract process work for you by knowing the standard industry terminology, understanding how to set fees, and employing non-confrontational negotiating tactics to reach sound agreements that establish acceptable boundaries for change orders, reworks, payment options, and other essentials. Create music and sound effects for games. Master the exacting specifications for composing music and creating sound effects on the various gaming platforms and systems. The companion DVD features audio and cinematic examples, demos of useful sound editing and sequencing programs, and sample business contracts.
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The Essential Guide to Game Audio

The Theory and Practice of Sound for Games

Author: Steve Horowitz,Scott R. Looney

Publisher: CRC Press

ISBN: 1134595379

Category: Computers

Page: 240

View: 9101

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The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.
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