A game design vocabulary : exploring the foundational principles behind good game design / Anna Anthropy, Naomi Clark.
Material type:
- 9780321886927
- 0321886925
- 794.8 23 SID-B-10891
- QA76.76.C672 A584 2014
Item type | Current library | Call number | Status | Date due | Barcode |
---|---|---|---|---|---|
![]() |
Symbiosis Institute of Design On Display | 794.8 SID-B-10891 (Browse shelf(Opens below)) | Available | SID-B-10891 |
Browsing Symbiosis Institute of Design shelves, Shelving location: On Display Close shelf browser (Hides shelf browser)
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||
793.73 SID-B-6203 Spot The Differences : Over 100 Fantastic Photographic Puzzles | 794 SID-B-11349 Game Play: Paratextuality in Contemporary Board Games | 794.8 The Business And Culture Of Digital Games : Gamework/Gameplay | 794.8 SID-B-10891 A game design vocabulary : | 794.8 SID-B-11270 The Routledge Companion to Video Game Studies (Routledge Media and Cultural Studies Companions) | 794.8 SID-B-11366 Violent Games: Rules, Realism and Effect (Approaches to Digital Game Studies) | 794.8083 SID-B-11313 Gameworlds: Virtual Media and Children's Everyday Play |
Includes index.
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.
Master the Principles and Vocabulary of Game Design Why 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). Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences.
There are no comments on this title.