Designing games : a guide to engineering experiences
Material type: TextPublication details: O'Reilly, Sebastopol : ©2013Description: v, 405 p. : ill. ; 23 cmISBN:- 9789351100768
- 794.8 SYL-D
Item type | Current library | Collection | Call number | Status | Notes | Date due | Barcode | Item holds |
---|---|---|---|---|---|---|---|---|
Books | IIITD Reference | Arts | CB 794.8 SYL-D (Browse shelf(Opens below)) | Available | DBT Project Grant | 012870 |
Includes bibliographical references and index.
Part I. One Engines of Experience
1. Engines of Experience Part II. Two Game Crafting
2. Elegance
3. Skill
4. Narrative
5. Decisions
6. Balance
7. Multiplayer
8. Motivation and Fulfillment
9. Interface
10. The Market Part III. Three Process
11. Planning and Iteration
12 .Knowledge Creation
13. Dependencies
14. Authority
16. Complex Decisions
17. Values.
Describes the principles of computer game design, covering such topics as creating game mechanics, combining narrative with interactivity, building interactions, establishing a metaphor vocabulary, designing through iteration, and your game's market positioning. Describes the principles of computer game design, covering such topics as creating game mechanics, combining narrative with interactivity, building interactions, and establishing metaphor vocabulary.
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