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Home » Computer » Download Free Designing Games: A Guide to Engineering Experiences

Download Free Designing Games: A Guide to Engineering Experiences

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Computer
Sunday, October 13, 2013

Designing Games: A Guide to Engineering Experiences

Author: Tynan Sylvester | Language: English | ISBN: 1449337937 | Format: EPUB

Designing Games: A Guide to Engineering Experiences Description

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
  • Product Details
  • Table of Contents
  • Reviews
  • Paperback: 416 pages
  • Publisher: O'Reilly Media; 1 edition (February 21, 2013)
  • Language: English
  • ISBN-10: 1449337937
  • ISBN-13: 978-1449337933
  • Product Dimensions: 9 x 6.1 x 0.9 inches
  • Shipping Weight: 1.2 pounds (View shipping rates and policies)
`Designing Games' asks readers to consider the following:

Why have particular board games such as chess and playing card games based on a standard deck endured for centuries while countless derivatives either failed outright or long ago passed into obscurity?

In more recent times, why do certain computer games and apps become near instant worldwide sensations while countless others - however outwardly similar - lay gathering digital dust on app store shelves?

It's not about coding tricks, optimization, fancy algorithms, or the latest APIs and game engines - `Designing Games' doesn't include a single line of code, not even pseudo-code.

It's also not about graphics - photorealistic, phantasmagorical or otherwise - the book doesn't include a single illustration.

Nor is it about goggles, gloves, glass, fake guitars, or other cutting edge controllers.

While all the above may be components of excellent games, the point of the book is that excellence in any one or more of them, by itself, will not guarantee a game that players will return to again and again.

`Designing Games' is about the delicate balance of factors that, when applied just right, result in gameplay so enticing and satisfying that people have literally devoted their lives to it - even with no practical hope of attaining full mastery.

If you've read game coding books there's often a quick chapter on `playability' and perhaps some tips on scaling performance to hardware, accounting for network traffic, and how providing multiple levels of progressively more complex puzzles will increase the challenge for players.

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