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Game Feel
  • Language: en
  • Pages: 377

Game Feel

  • Categories: Art
  • Type: Book
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  • Published: 2008-10-13
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  • Publisher: CRC Press

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Game Usability
  • Language: en
  • Pages: 400

Game Usability

  • Categories: Art
  • Type: Book
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  • Published: 2008-08-12
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  • Publisher: CRC Press

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market-...

Uncertainty in Games
  • Language: en
  • Pages: 150

Uncertainty in Games

  • Type: Book
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  • Published: 2013
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  • Publisher: MIT Press

How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

Rules of Play
  • Language: en
  • Pages: 680

Rules of Play

  • Type: Book
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  • Published: 2003-09-25
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  • Publisher: MIT Press

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...

Theory of Fun for Game Design
  • Language: en
  • Pages: 259

Theory of Fun for Game Design

Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

The Art of Game Design
  • Language: en
  • Pages: 935

The Art of Game Design

  • Type: Book
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  • Published: 2019-07-31
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  • Publisher: CRC Press

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.

The Gamer's Brain
  • Language: en
  • Pages: 383

The Gamer's Brain

  • Type: Book
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  • Published: 2017-08-10
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  • Publisher: CRC Press

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding...

Designing Virtual Worlds
  • Language: en
  • Pages: 768

Designing Virtual Worlds

  • Type: Book
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  • Published: 2004
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  • Publisher: New Riders

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Mobile 3D Graphics
  • Language: en
  • Pages: 462

Mobile 3D Graphics

  • Type: Book
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  • Published: 2007-11-19
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  • Publisher: Elsevier

Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile"This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in co...

Game Design Workshop
  • Language: en
  • Pages: 851

Game Design Workshop

  • Type: Book
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  • Published: 2018-08-06
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  • Publisher: CRC Press

This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience. Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game. This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.