Author:
Publisher: Oxford University Press
ISBN: 019884591X
Category : Video games
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
The Game Designer's Playbook
Author:
Publisher: Oxford University Press
ISBN: 019884591X
Category : Video games
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
Publisher: Oxford University Press
ISBN: 019884591X
Category : Video games
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
Graphic Design Play Book
Author: Sophie Cure
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
The Game Designer's Playbook
Author: Samantha Stahlke
Publisher: Oxford University Press
ISBN: 0192584782
Category : Computers
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
Publisher: Oxford University Press
ISBN: 0192584782
Category : Computers
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
User Experience Design
Author: Satyam Kantamneni
Publisher: John Wiley & Sons
ISBN: 1119829380
Category : Business & Economics
Languages : en
Pages : 628
Book Description
Igniting business growth through UX In an increasingly digital world, users are rewarding products and services that provide them with a good experience and punishing those that don’t — with their wallets. Organizations realize they need to adapt quickly but don’t know how or where to start. In User Experience Design: A Practical Playbook to Fuel Business Growth, UXReactor co-Founder Satyam Kantamneni distills 25 years of industry experience into a pragmatic approach to help organizations advance in the highly competitive and rapidly changing digital world. You’ll discover: Why putting users at the center of strategy leads to an almost unfair competitive advantage Ways to build an organizational system that delivers a superior user experience that is replicable, consistent, and scalable Common shortfalls that prevent organizations from reaping the value of experience design 27 proven “plays” from the UXReactor playbook to put concepts into practice Game planning examples to execute at different levels of an organization A comprehensive and practical book for everyone involved in the transformation — business leaders, design leaders, product managers, engineers, and designers — User Experience Design: A Practical Playbook to Fuel Business Growth is also an ideal blueprint for current and prospective UX practitioners seeking to improve their skills and further their careers.
Publisher: John Wiley & Sons
ISBN: 1119829380
Category : Business & Economics
Languages : en
Pages : 628
Book Description
Igniting business growth through UX In an increasingly digital world, users are rewarding products and services that provide them with a good experience and punishing those that don’t — with their wallets. Organizations realize they need to adapt quickly but don’t know how or where to start. In User Experience Design: A Practical Playbook to Fuel Business Growth, UXReactor co-Founder Satyam Kantamneni distills 25 years of industry experience into a pragmatic approach to help organizations advance in the highly competitive and rapidly changing digital world. You’ll discover: Why putting users at the center of strategy leads to an almost unfair competitive advantage Ways to build an organizational system that delivers a superior user experience that is replicable, consistent, and scalable Common shortfalls that prevent organizations from reaping the value of experience design 27 proven “plays” from the UXReactor playbook to put concepts into practice Game planning examples to execute at different levels of an organization A comprehensive and practical book for everyone involved in the transformation — business leaders, design leaders, product managers, engineers, and designers — User Experience Design: A Practical Playbook to Fuel Business Growth is also an ideal blueprint for current and prospective UX practitioners seeking to improve their skills and further their careers.
The Pyramid of Game Design
Author: Nicholas Lovell
Publisher: CRC Press
ISBN: 0429815670
Category : Art
Languages : en
Pages : 341
Book Description
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.
Publisher: CRC Press
ISBN: 0429815670
Category : Art
Languages : en
Pages : 341
Book Description
Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers. Key Features Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly. Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era. Consider the ethics of game design in a rapidly changing world.
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
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.
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
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.
Games User Research
Author: Anders Drachen
Publisher: Oxford University Press
ISBN: 0198794843
Category : Computers
Languages : en
Pages : 549
Book Description
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.
Publisher: Oxford University Press
ISBN: 0198794843
Category : Computers
Languages : en
Pages : 549
Book Description
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.
Design, Motivation, and Frameworks in Game-Based Learning
Author: Tan, Wee Hoe
Publisher: IGI Global
ISBN: 1522560270
Category : Education
Languages : en
Pages : 332
Book Description
Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.
Publisher: IGI Global
ISBN: 1522560270
Category : Education
Languages : en
Pages : 332
Book Description
Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.
The Playbook
Author: Barney Stinson
Publisher: Simon and Schuster
ISBN: 147110463X
Category : Humor
Languages : en
Pages : 137
Book Description
It. Is. On. From the pen of the prolific (and bestselling) author Barney Stinson comes the indispensable guide for every Bro looking to score with The Ladies. Featuring the famous plays including: -The Lorenzo Von Matterhorn -Mrs. Stinsfire -The Ted Mosby -The Time Traveller -The 'SNASA' -The Scuba Diver -The 'He's Not Coming' … and other greatest hits from Barney Stinson's secretPlaybookof legendary moves. So suit up and get ready to be schooled in awsomeness.
Publisher: Simon and Schuster
ISBN: 147110463X
Category : Humor
Languages : en
Pages : 137
Book Description
It. Is. On. From the pen of the prolific (and bestselling) author Barney Stinson comes the indispensable guide for every Bro looking to score with The Ladies. Featuring the famous plays including: -The Lorenzo Von Matterhorn -Mrs. Stinsfire -The Ted Mosby -The Time Traveller -The 'SNASA' -The Scuba Diver -The 'He's Not Coming' … and other greatest hits from Barney Stinson's secretPlaybookof legendary moves. So suit up and get ready to be schooled in awsomeness.
Game Thinking
Author: Amy Jo Kim
Publisher: Gamethinking.IO
ISBN: 9780999788547
Category : Games
Languages : en
Pages : 214
Book Description
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.
Publisher: Gamethinking.IO
ISBN: 9780999788547
Category : Games
Languages : en
Pages : 214
Book Description
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.