Description

Book Synopsis
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer''s Playbook is about meeting that challenge. More specifically, it''s a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you''ve ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you''ve experienced good interaction design firsthand. The Game Designer''s Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.

Table of Contents
Tanya X. Short: Foreword 1: Caveman Arcade 2: The Parlance of Play 3: The Long Con 4: Say What You Mean 5: Control Freaks 6: The Play's the Thing 7: Rejecting Your Reality 8: The Audience Is Listening 9: Rise of the Machines 10: Making the Thing 11: Testing Your Patience 12: What Comes Next? Glossary List of Acronyms Ludography

The Game Designers Playbook An Introduction to

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Order before 4pm today for delivery by Wed 7 Jan 2026.

A Hardback by Samantha Stahlke, Pejman Mirza-Babaei

2 in stock


    View other formats and editions of The Game Designers Playbook An Introduction to by Samantha Stahlke

    Publisher: Oxford University Press
    Publication Date: 04/08/2022
    ISBN13: 9780198845911, 978-0198845911
    ISBN10: 019884591X

    Description

    Book Synopsis
    Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer''s Playbook is about meeting that challenge. More specifically, it''s a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you''ve ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you''ve experienced good interaction design firsthand. The Game Designer''s Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.

    Table of Contents
    Tanya X. Short: Foreword 1: Caveman Arcade 2: The Parlance of Play 3: The Long Con 4: Say What You Mean 5: Control Freaks 6: The Play's the Thing 7: Rejecting Your Reality 8: The Audience Is Listening 9: Rise of the Machines 10: Making the Thing 11: Testing Your Patience 12: What Comes Next? Glossary List of Acronyms Ludography

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