Skip to content

Art of Game Design A Book of Lenses

Best in textbook rentals since 2012!

ISBN-10: 0123694965

ISBN-13: 9780123694966

Edition: 2008

Authors: Jesse Schell

List price: $68.95
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

Description:

Jesse Schell takes an unusual approach to game design, an approach that focuses neither on the technological details of game development nor on the analysis of popular games. Instead, the book will propose that the most important skill for a game designer is not creativity as most suppose, but that of listening. The five kinds of listening (team, client, audience, game, and self) are shown to be backbone of all successful game design methods. These methods fall into three categories: understanding the psychology of gameplay and entertainment, using techniques from traditional disciplines in the game design, and processes for inventing new experiences that will fully engage the player. This…    
Customers also bought

Book details

List price: $68.95
Copyright year: 2008
Publisher: CRC Press LLC
Publication date: 8/4/2008
Binding: Paperback
Pages: 520
Size: 7.60" wide x 9.21" long x 1.02" tall
Weight: 2.332
Language: English

A book of Lenses
Introduction
The History of Games
The Most Important Skill
Holographic Design
The Cycle of Design
Excerpt: Lehman and Witty: The Psychology of Play (1927)
The Psychology of Play
The Spectrum of Humanity
Excerpt: Julian Jaynes: The Orgin of Consciousness in the Breakdown of the Bicameral Mind,
The Consciousness of Consciousness
The Subconscious Mind
The Player
Excerpt
Salvador Dali
Fifty Secrets of Magic Craftsmanship
Secret Number Three
Slumber With a Key
The Subconscious Mind
The Designer
Essay: Greg Costikyan: I Have No Words and I Must Design
What is a Game?
The Elements of Game Mechanics
Toy Design
State and State Change
Skill and Chance
Decisions
Feedback- The Heart of Interactivity
Interfaces
Patterns of Rewards
Game Balancing
Case Study: Deconstructing Pac-Man
Essay: Scott Kim: What is a Puzzle?
Puzzle Principles
The Psychology of Story
Interactive Stories: The Promise and the Problem
Story and Gameplay- The Conflict and Solution
Story and Game Worlds
Lessons from Tabletop RPGs
Essay: Henry Jenkins: Transmedia Worlds
Transmedia Worlds
Excerpt: Scott McCloud: The Vocabulary of Comics (from Understanding Comics)
Characters in Games
Excerpts: (various) Christopher Alexander: A Pattern Language
Architecture in Games (Level Design)
Elegance
Character in Games
Essay: Brian Moriarty: The Point
Social Principles in Multiplayer Games
Online Communities
Technology
Iteration
Playtesting
Brainstorming
Team Communication
Design Documents
Business
The Art of the Pitch
Excerpt: Mills Penny Arcade (1920)
Location Based Entertainment
Serious Games
The Ethics of Games
The Deepest Theme
The Future
Your Secret Responsibility