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SoBrief

Game Design Rezumate de cărți

Level Up!
de Scott Rogers • 2010
A designer's toolbox: how to build games that players love, one rule at a time.
4.09
1.000+
Level Up! Rezumat
Imersive
Level Up!
A designer's toolbox: how to build games that players love, one rule at a time.
de Scott Rogers 2010 514 pagini
4.09
1.000+ evaluări
The Art of Game Design
de Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3.000+
The Art of Game Design Rezumat
The Art of Game Design
Players feel your work, they don't read it. A hundred ways to design what they feel.
de Jesse Schell 2008 520 pagini
4.39
3.000+ evaluări
The Gamification of Learning and Instruction
de Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Rezumat
The Gamification of Learning and Instruction
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
de Karl M. Kapp 2012 336 pagini
3.83
305 evaluări
Homo Ludens
de Johan Huizinga • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3.000+
Homo Ludens Rezumat
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
de Johan Huizinga 1938 230 pagini
3.98
3.000+ evaluări
Understanding Motivation and Emotion
de Johnmarshall Reeve • 1992
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
3.89
294
Understanding Motivation and Emotion Rezumat
Understanding Motivation and Emotion
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
de Johnmarshall Reeve 1992 600 pagini
3.89
294 evaluări
Emotional Design
de Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5.000+
Emotional Design Rezumat
Emotional Design
Your brain processes beauty before conscious thought, and good looks make things easier to use.
de Donald A. Norman 2003 272 pagini
3.95
5.000+ evaluări
Actionable Gamification
de Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1.000+
Actionable Gamification Rezumat
Actionable Gamification
Eight human drives power every action. A blueprint for designing products people can't put down.
de Yu-kai Chou 2015 507 pagini
4.14
1.000+ evaluări
A Game Design Vocabulary
de Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Rezumat
A Game Design Vocabulary
The grammar of game design: how to script a back-and-forth that players lose themselves in.
de Anna Anthropy 2013 211 pagini
3.94
134 evaluări
Game Design Workshop
de Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Game Design Workshop Rezumat
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
de Tracy Fullerton 2008 496 pagini
4.11
500+ evaluări
A Theory Of Fun For Game Design
de Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3.000+
A Theory Of Fun For Game Design Rezumat
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
de Ralph Koster 2004 279 pagini
3.90
3.000+ evaluări
The Game Changer
de Jason Fox • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
The Game Changer Rezumat
The Game Changer
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
de Jason Fox 2014 240 pagini
3.88
185 evaluări
What Video Games Have to Teach Us About Learning and Literacy
de James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1.000+
What Video Games Have to Teach Us About Learning and Literacy Rezumat
What Video Games Have to Teach Us About Learning and Literacy
Video games teach because they have to. The 36 learning principles schools can steal from them.
de James Paul Gee 2003 240 pagini
3.90
1.000+ evaluări
Reality Is Broken
de Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8.000+
Reality Is Broken Rezumat
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
de Jane McGonigal 2010 400 pagini
3.79
8.000+ evaluări
Getting Gamers
de Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Rezumat
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
de Jamie Madigan 2015 299 pagini
4.01
489 evaluări
Play to Learn
de Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Rezumat
Play to Learn
The step-by-step playbook for designing learning games that slash training time and boost retention.
de Sharon Boller 2017 168 pagini
3.95
42 evaluări
Game Programming Patterns
de Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
1.000+
Game Programming Patterns Rezumat
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
de Robert Nystrom 2011 354 pagini
4.49
1.000+ evaluări
Gamification by Design
de Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Rezumat
Gamification by Design
Why most badges fail: the motivation design that turns app users into players.
de Gabe Zichermann 2011 182 pagini
3.65
490 evaluări
The Gamer's Brain
de Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Rezumat
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
de Celia Hodent 2017 272 pagini
4.29
231 evaluări
Designing Games
de Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Rezumat
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
de Tynan Sylvester 2013 413 pagini
4.47
500+ evaluări
Video Game Storytelling
de Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling Rezumat
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
de Evan Skolnick 2014 208 pagini
3.99
500+ evaluări
Gamify
de Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Gamify Rezumat
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
de Brian Burke 2014 162 pagini
3.44
500+ evaluări
Persuasive Games
de Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Rezumat
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
de Ian Bogost 2007 450 pagini
3.84
360 evaluări
Glued to Games
de Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Rezumat
Glued to Games
Games grip you longer than movies because they feed deep needs that daily life starves.
de Scott Rigby 2011 200 pagini
4.00
111 evaluări
Play Anything
de Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Play Anything Rezumat
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
de Ian Bogost 2016 288 pagini
3.17
500+ evaluări
Gamers at Work
de Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Gamers at Work Rezumat
Gamers at Work
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
de Morgan Ramsay 2012 356 pagini
3.69
138 evaluări
A Composer's Guide to Game Music
de Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Rezumat
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
de Winifred Phillips 2014 275 pagini
4.21
175 evaluări
One Up
de Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Rezumat
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
de Joost van Dreunen 2020 296 pagini
4.13
213 evaluări
The Gamification Revolution
de Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Rezumat
The Gamification Revolution
What makes games sticky, and how to steal their playbook for business.
de Gabe Zichermann 2013 256 pagini
3.71
194 evaluări
Think Like a Game Designer
de Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Rezumat
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
de Justin Gary 2018 230 pagini
4.01
184 evaluări
The Multiplayer Classroom
de Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Rezumat
The Multiplayer Classroom
Your syllabus is a game design document. Here is how to write it, no computers required.
de Lee Sheldon 2011 256 pagini
3.83
224 evaluări
Game Development Patterns and Best Practices
de John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Rezumat
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
de John P. Doran 2017 361 pagini
3.90
20 evaluări
A Crowdfunder's Strategy Guide
de Jamey Stegmaier • 2015
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
4.24
212
A Crowdfunder's Strategy Guide Rezumat
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
de Jamey Stegmaier 2015 216 pagini
4.24
212 evaluări
Game Mechanics
de Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Rezumat
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
de Ernest Adams 2012 353 pagini
4.12
185 evaluări
Educational Game Design Fundamentals
de George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Rezumat
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
de George Kalmpourtzis 2018 296 pagini
4.31
45 evaluări
Eurogames
de Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Rezumat
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
de Stewart Woods 2012 262 pagini
3.78
137 evaluări
The Board Game Designer's Guide
de Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Rezumat
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
de Joe Slack 2017 233 pagini
3.71
82 evaluări
Unboxed
de Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Rezumat
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
de Gordon Calleja 2022 312 pagini
3.46
13 evaluări
Designing the User Experience of Game Development Tools
de David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Rezumat
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
de David Lightbown 2015 188 pagini
4.13
16 evaluări
The Kobold Guide to Board Game Design
de Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
500+
The Kobold Guide to Board Game Design Rezumat
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
de Mike Selinker 2011 138 pagini
4.06
500+ evaluări
The Invisible Game
de Zoltan Andrejkovics • 2016
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
4.33
228
The Invisible Game Rezumat
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
de Zoltan Andrejkovics 2016 201 pagini
4.33
228 evaluări
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