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Game Feel

By Steve Swink
  • ISBN Code: : 1482267330
  • Publisher : CRC Press
  • Pages : 376
  • Category : Computers
  • Reads : 548
  • Book Compatibility : Pdf, ePub, Mobi, Kindle
  • Pdf : game-feel.pdf

Book Excerpt :

"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 where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

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Book Short Summary:

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Book Short Summary:

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  • Pdf File: the-pyramid-of-game-design.pdf

Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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Book Short Summary:

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  • Pdf File: casual-game-design.pdf

Book Short Summary:

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Book Short Summary:

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  • Pdf File: the-game-of-life.pdf

Book Short Summary:

The President of Williams College faces a firestorm for not allowing the women's lacrosse team to postpone exams to attend the playoffs. The University of Michigan loses $2.8 million on athletics despite averaging 110,000 fans at each home football game. Schools across the country struggle with the tradeoffs involved with recruiting athletes and updating facilities for dozens of varsity sports. Does increasing intensification of college sports support or detract from higher education's core mission? James Shulman and William Bowen introduce facts into a terrain overrun by emotions and enduring myths. Using the same database that informed The Shape of the River, the authors analyze data on 90,000 students who attended thirty selective colleges and universities in the 1950s, 1970s, and 1990s. Drawing also on historical research and new information on giving and spending, the authors demonstrate how athletics influence the class composition and campus ethos of selective schools, as well as the messages that these institutions send to prospective students, their parents, and society at large. Shulman and Bowen show that athletic programs raise even more difficult questions of educational policy for small private colleges and highly selective universities than they do for big-time scholarship-granting schools. They discover that today's athletes, more so than their predecessors, enter college less academically well-prepared and with different goals and values than their classmates--differences that lead to different lives. They reveal that gender equity efforts have wrought large, sometimes unanticipated changes. And they show that the alumni appetite for winning teams is not--as schools often assume--insatiable. If a culprit emerges, it is the unquestioned spread of a changed athletic culture through the emulation of highly publicized teams by low-profile sports, of men's programs by women's, and of athletic powerhouses by small colleges. Shulman and Bowen celebrate the benefits of collegiate sports, while identifying the subtle ways in which athletic intensification can pull even prestigious institutions from their missions. By examining how athletes and other graduates view The Game of Life--and how colleges shape society's view of what its rules should be--Bowen and Shulman go far beyond sports. They tell us about higher education today: the ways in which colleges set policies, reinforce or neglect their core mission, and send signals about what matters.

Designing Games

By Tynan Sylvester
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : "O'Reilly Media, Inc."
  • Book Code : 144933802X
  • Total of Pages : 416
  • Category : Computers
  • Members : 562
  • Pdf File: designing-games.pdf

Book Short Summary:

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design

Game Mechanics

By Ernest Adams,Joris Dormans
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : New Riders
  • Book Code : 0132946688
  • Total of Pages : 360
  • Category : Computers
  • Members : 302
  • Pdf File: game-mechanics.pdf

Book Short Summary:

This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

By Mark J. P. Wolf
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : ABC-CLIO
  • Book Code : 1440870209
  • Total of Pages : 1288
  • Category : Games & Activities
  • Members : 333
  • Pdf File: encyclopedia-of-video-games.pdf

Book Short Summary:

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

99 Percent Mine

By Sally Thorne
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : HarperCollins
  • Book Code : 0062439626
  • Total of Pages : 368
  • Category : Fiction
  • Members : 339
  • Pdf File: 99-percent-mine.pdf

Book Short Summary:

From the USA Today bestselling author of The Hating Game, soon to be a movie starring Lucy Hale and Austin Stowell, an unforgettable romantic comedy about a woman who finally has a shot at her long time crush—if she dares. Crush (n.): a strong and often short-lived infatuation, particularly for someone beyond your reach… Darcy Barrett has undertaken a global survey of men. She’s travelled the world, and can categorically say that no one measures up to Tom Valeska, whose only flaw is that Darcy’s twin brother Jamie saw him first and claimed him forever as his best friend. Despite Darcy’s best efforts, Tom’s off limits and loyal to her brother, 99%. That’s the problem with finding her dream man at age eight and peaking in her photography career at age twenty—ever since, she’s had to learn to settle for good enough. When Darcy and Jamie inherit a tumble-down cottage from their grandmother, they’re left with strict instructions to bring it back to its former glory and sell the property. Darcy plans to be in an aisle seat halfway across the ocean as soon as the renovations start, but before she can cut and run, she finds a familiar face on her porch: house-flipper extraordinaire Tom’s arrived, he’s bearing power tools, and he’s single for the first time in almost a decade. Suddenly Darcy’s considering sticking around to make sure her twin doesn’t ruin the cottage’s inherent magic with his penchant for grey and chrome. She’s definitely not staying because of her new business partner’s tight t-shirts, or that perfect face that's inspiring her to pick up her camera again. Soon sparks are flying—and it’s not the faulty wiring. It turns out one percent of Tom’s heart might not be enough for Darcy anymore. This time around, she’s switching things up. She’s going to make Tom Valeska 99 percent hers. This next hilarious romance includes a special PS section with two Happily Ever Afters—one for this novel featuring Darcy and Tom and the other, an epilogue featuring fan favorites Lucy Hutton and Josh Templeman from The Hating Game!

Developments in Current Game-Based Learning Design and Deployment

By Felicia, Patrick
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : IGI Global
  • Book Code : 1466618655
  • Total of Pages : 453
  • Category : Education
  • Members : 744
  • Pdf File: developments-in-current-game-based-learning-design-and-deployment.pdf

Book Short Summary:

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Game Design Workshop

By Tracy Fullerton
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Book Code : 1482217171
  • Total of Pages : 535
  • Category : Computers
  • Members : 991
  • Pdf File: game-design-workshop.pdf

Book Short Summary:

Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

The Giver

By Lois Lowry
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : HarperCollins
  • Book Code : 0547345909
  • Total of Pages : 240
  • Category : Young Adult Fiction
  • Members : 721
  • Pdf File: the-giver.pdf

Book Short Summary:

In Lois Lowry’s Newbery Medal–winning classic, twelve-year-old Jonas lives in a seemingly ideal world. Not until he is given his life assignment as the Receiver does he begin to understand the dark secrets behind his fragile community. Life in the community where Jonas lives is idyllic. Designated birthmothers produce newchildren, who are assigned to appropriate family units. Citizens are assigned their partners and their jobs. No one thinks to ask questions. Everyone obeys. Everyone is the same. Except Jonas. Not until he is given his life assignment as the Receiver of Memory does he begin to understand the dark, complex secrets behind his fragile community. Gradually Jonas learns that power lies in feelings. But when his own power is put to the test—when he must try to save someone he loves—he may not be ready. Is it too soon? Or too late? The Giver has become one of the most influential novels of our time. Don't miss the powerful companion novels in Lois Lowry's Giver Quartet: Gathering Blue, Messenger, and Son.

Experimental Games

By Patrick Jagoda
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : University of Chicago Press
  • Book Code : 022663003X
  • Total of Pages : 320
  • Category : Social Science
  • Members : 329
  • Pdf File: experimental-games.pdf

Book Short Summary:

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

Understanding Games and Game Cultures

By Ingrid Richardson,Larissa Hjorth,Hugh Davies
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : SAGE
  • Book Code : 1529738520
  • Total of Pages : 232
  • Category : Language Arts & Disciplines
  • Members : 107
  • Pdf File: understanding-games-and-game-cultures.pdf

Book Short Summary:

Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.