|
|
|
|
LEADER |
00000cam a22000007a 4500 |
001 |
b1885516 |
005 |
20240627103322.0 |
008 |
080911t20082008ne a b 001 0 eng |
010 |
|
|
|a 2008298798
|
015 |
|
|
|a GBA875159
|2 bnb
|
020 |
|
|
|a 9780123694966 (pbk. : alk. paper)
|
020 |
|
|
|a 0123694965 (pbk. : alk. paper)
|
035 |
|
|
|a (OCoLC)258334856
|z (OCoLC)213839335
|
035 |
|
|
|a (OCoLC)258334856
|
040 |
|
|
|a UKM
|c UKM
|d DLC
|d IXA
|d YDXCP
|d BTCTA
|d BAKER
|d BWX
|d UtOrBLW
|
042 |
|
|
|a lccopycat
|
049 |
|
|
|a STAM
|
050 |
0 |
0 |
|a QA76.76.C672
|b S34 2008
|
100 |
1 |
|
|a Schell, Jesse.
|0 http://id.loc.gov/authorities/names/no2009138922
|
245 |
1 |
4 |
|a The art of game design :
|b a book of lenses /
|c Jesse Schell.
|
246 |
3 |
|
|a Art of game design
|
264 |
|
1 |
|a Amsterdam ;
|a Boston :
|b Elsevier/Morgan Kaufmann,
|c [2008]
|
264 |
|
4 |
|c ©2008
|
300 |
|
|
|a xxx, 489 pages :
|b illustrations ;
|c 24 cm
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a unmediated
|b n
|2 rdamedia
|
338 |
|
|
|a volume
|b nc
|2 rdacarrier
|
504 |
|
|
|a Includes bibliographical references (pages 477-479) and index.
|
505 |
0 |
|
|a In the beginning, there is the designer -- The designer creates an experience -- The experience rises out of a game -- The game consists of elements -- The elements support a theme -- The game begins with an Idea -- The game improves through Iteration -- The game is made for a player -- The experience is in the player's mind -- Some elements are game mechanics -- Game mechanics must be in balance -- Game mechanics support puzzles -- Players play games through an Interface -- Experiences can be judged by their Interest curves -- One kind of experience is the story -- Story and game structures can be artfully merged with indirect control -- Stories and games take place in Worlds -- Worlds contain characters -- Worlds contain spaces -- The look and feel of a World is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- Good games are created through playtesting -- The team builds a game with technology -- Your game will probably have a client -- The designer gives the client a Pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a motivation -- Goodbye.
|
650 |
|
0 |
|a Video games
|x Design.
|0 http://id.loc.gov/authorities/subjects/sh2006004108
|
650 |
|
7 |
|a Video games
|x Design.
|2 fast
|0 (OCoLC)fst01166425
|
650 |
|
7 |
|a Video games.
|2 fast
|0 (OCoLC)fst01166421
|
907 |
|
|
|a .b18855167
|b 240703
|c 090303
|
918 |
|
|
|a .bckstg
|b 2016-12-01
|
998 |
|
|
|a umn
|b 090420
|c m
|d a
|e -
|f eng
|g ne
|h 4
|
999 |
f |
f |
|i 876d70c2-20fd-5f57-a8c9-cbfc9b875f4a
|s b22ac032-376a-5ad9-a281-d7e3b0e19b77
|t 0
|
952 |
f |
f |
|p Circulating
|a Santa Clara University
|b Santa Clara Main Campus
|c University Library
|d University Library Main Stacks, Lower Level
|t 0
|e QA76.76.C672 S34 2008
|h Library of Congress classification
|i book
|m 35098108941405
|n c.1
|