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This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings. This book discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design. It follows a practical approach to how we can implement the game design and development process by being prototype-focused, user-centred, and lean. This book will be of great interest to students, indie game developers, and aspiring early-career designers looking to hone their game design craft.
This book considers the four essential cores of game design: Mechanics, Economy, Narrative, and Aesthetics. It discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design.
A surprising assessment of the ways that virtual worlds are entangled with human psychology
This is the second of two volumes that together provide a global overview of the impact of agriculture on soil degradation, tracing the most critical drivers like the use and abuse of agrochemicals, mechanization, overgrazing, irrigation, slash and burn agriculture, and the use of plastics. Soil degradation caused by agriculture practices is a complex issue which depends on the interaction of social, economic, political, and environmental aspects. In this book, expert contributors elucidate the extension of the effects of agriculture on soil degradation in Europe, a continent with different cultures and political backgrounds that affect agricultural practices. Readers will also find in this ...
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary s...
Aimed at software developers, this book proposes the creation of a new profession of software design. The examples in the text are updated to reflect new platforms along with additional case studies where appropriate.
China has been one of the first countries to develop its own aesthetic for dynamic images and to create animation films with distinctive characteristics. In recent years, however, and subject to the influence of Western and Japanese animation, the Chinese animation industry has experienced several new stages of development, prompting the question as to where animation in China is heading in the future. This book describes the history, present and future of China’s animation industry. The author divides the business’s 95-year history into six periods and analyses each of these from an historical, aesthetic, and artistic perspective. In addition, the book focuses on representative works; themes; directions; artistic styles; techniques; industrial development; government support policies; business models; the nurturing of education and talent; broadcasting systems and animation. Scholars and students who are interested in the history of Chinese animation will benefit from this book and it will appeal additionally to readers interested in Chinese film studies.
Inclusive design, universal design and universal access are long standing, familiar terms with clear and laudable goals. However, their teaching and industrial uptake has been very limited. Many products still exclude users unnecessarily for reasons ranging from corporate insensitivity and the size of the market for inclusive products to the individual designer's inability to design them. This pragmatic approach to making inclusive design desirable to industry addresses these issues and discusses why existing methods have failed to be assimilated into industry. Through the use of case studies and examples, Countering Design Exclusion introduces the mind-set necessary to think through the challenges raised by inclusive design and to adapt their solutions to the needs of particular companies. The practical outlook will appeal to anyone who wishes to take account of the largest possible part of the population in their designs.
Inclusive Design: What's in It for Me? presents a comprehensive review of current practice in inclusive design. With emphasis on new ideas for improvement and arguments for wider implementation in future, a unique combination of leading opinions on inclusive design from both industry and academia are offered. The theme throughout encourages a positive view of inclusive design as a good and profitable process and to produce a change to more effective approaches to "design for all". Inclusive Design is composed of two parts with a common chapter structure so that the business and design arguments in favour of inclusive design can be easily compared and assimilated: The Business Case presents t...
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age.