Designing Games: A Guide to Engineering ExperiencesReady to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??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.
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action apophenia balance better BioShock build can’t challenge chess combat complex Counter-Strike craft create creative decisions defeat degenerate strategy dependency stack doesn’t dopamine Dwarf Fortress easy effect elegant emergent story emotional triggers enemies example experience feel fiction fight first-person shooter flow game design game development game mechanics game systems game theory game’s gameplay goal goblin graybox happen hard human ideas Imagine input interaction interface isn’t iteration jump kill knowledge look match matching pennies means mental motivation move multiplayer Mutalisks Nash equilibrium never overplanning payoff PC bang piece play player character player’s mind playtest poker possible predict problem puzzle raider reinforcement schedule reward rock-paper-scissors scripted shoot shooter skill ceiling skill levels skill range social solve StarCraft StarCraft II strategy game there’s they’re things tion understand watch what’s world narrative yomi