
- 610 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games.
Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design.
This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.
Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.
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Information
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication Page
- Table of Contents
- Table of Lenses
- Hello
- 1 In the Beginning, There Is the Designer
- 2 The Designer Creates an Experience
- 3 The Experience Takes Place in a Venue
- 4 The Experience Rises Out of a Game
- 5 The Game Consists of Elements
- 6 The Elements Support a Theme
- 7 The Game Begins with an Idea
- 8 The Game Improves through Iteration
- 9 The Game Is Made for a Player
- 10 The Experience Is in the Player’s Mind
- 11 The Player’s Mind Is Driven by the Player’s Motivation
- 12 Some Elements Are Game Mechanics
- 13 Game Mechanics Must Be in Balance
- 14 Game Mechanics Support Puzzles
- 15 Players Play Games through an Interface
- 16 Experiences Can Be Judged by Their Interest Curves
- 17 One Kind of Experience Is the Story
- 18 Story and Game Structures Can Be Artfully Merged with Indirect Control
- 19 Stories and Games Take Place in Worlds
- 20 Worlds Contain Characters
- 21 Worlds Contain Spaces
- 22 Some Interfaces Create a Feeling of Presence
- 23 The Look and Feel of a World Is Defined by Its Aesthetics
- 24 Some Games Are Played with Other Players
- 25 Other Players Sometimes Form Communities
- 26 The Designer Usually Works with a Team
- 27 The Team Sometimes Communicates through Documents
- 28 Good Games Are Created through Playtesting
- 29 The Team Builds a Game with Technology
- 30 Your Game Will Probably Have a Client
- 31 The Designer Gives the Client a Pitch
- 32 The Designer and Client Want the Game to Make a Profit
- 33 Games Transform Their Players
- 34 Designers Have Certain Responsibilities
- 35 Each Designer Has a Purpose
- Goodbye
- Acknowledgments
- Endnotes
- Bibliography
- Index