Designing Games: A Guide to Engineering Experiences
£30.40£38.00 (-20%)
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
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Additional information
Publisher | O′Reilly (22 Feb. 2013) |
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Language | English |
Paperback | 416 pages |
ISBN-10 | 9781449337933 |
ISBN-13 | 978-1449337933 |
Dimensions | 15.24 x 2.24 x 22.86 cm |
by Amazon Customer
An absolute delight of a a book, well written and thorough. It covers various parts and aspects of game design and accommodates several examples of design patterns and predicaments, thus making it an excellent introductory read.
A rare instance where I found all of its chapters and parts interesting and useful, whereas other books often include some unexciting, for me, or more poorly written, sections.
by Sam Redfern
This is my favourite game design book – and I’ve read a lot. Tynan has a different approach to other writers – his advice is always succinct and pragmatic, not trying to be all things to all situations and getting lost in the abstractness.
by matthew
This is very well put together and a thoroughly enjoyable reading experience. The ideas presented in the book are not actually about the coding and development aspect, but actually more to do with how a game actually works in terms of psychology, and how to design games that people will come back to.
by Kindle Customer
Full of pragmatic advice and profound wisdom about game design and general development. Very easy to read. Every prospective developer should read it then read it again.
by David Johnson
Very good introduction and covers all aspects of game design and opens up options for further reading and improvement in field
by A. K. Dean
Tynan will teach you how to be a master engineer of experiences. This book is so information rich, it will be the best money you ever spend. I have yet to read a book in this genre that has so much information, presented so well.
by Christopher Attwood
This book gives you an insight into games, what makes them good or not so good. This can be useful for someone wanting the design and make games, but it could also be fascinating to anyone. Very easy to read and requires no-prior knowledge on the subjects covered. The author’s is the creator of the game ‘Rimworld’ and you can see the ideas put into practice in this superb game, which reinforces the lesson presented in the book are more than just theory.
by DevonshireBoy
Great range of areas and issues to consider when designing games. Avoids being too technical and makes good points about planning a dependency tree to ensure the key elements of your game gets built first. General enough that the guide can be transferable to other projects.