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SoBrief

Геймдизайн Саммари книг

Level Up!
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! Саммари
Иммерсивные
Level Up!
A designer's toolbox: how to build games that players love, one rule at a time.
Scott Rogers 2010 514 стр.
4.09
1 000+ оценок
Геймдизайн
Джесси Шелл • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3 000+
Геймдизайн Саммари
Геймдизайн
Players feel your work, they don't read it. A hundred ways to design what they feel.
Джесси Шелл 2008 520 стр.
4.39
3 000+ оценок
Геймификация в обучении и образовании
Карл М. Капп • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
Геймификация в обучении и образовании Саммари
Геймификация в обучении и образовании
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
Карл М. Капп 2012 336 стр.
3.83
305 оценок
Homo Ludens
Йохан Хёйзинга • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3 000+
Homo Ludens Саммари
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
Йохан Хёйзинга 1938 230 стр.
3.98
3 000+ оценок
Understanding Motivation and Emotion
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 Саммари
Understanding Motivation and Emotion
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
Johnmarshall Reeve 1992 600 стр.
3.89
294 оценок
Дизайн привычных вещей
Дональд А. Норман • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5 000+
Дизайн привычных вещей Саммари
Дизайн привычных вещей
Your brain processes beauty before conscious thought, and good looks make things easier to use.
Дональд А. Норман 2003 272 стр.
3.95
5 000+ оценок
Геймификация в действии
Ю-Кай Чоу • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1 000+
Геймификация в действии Саммари
Геймификация в действии
Eight human drives power every action. A blueprint for designing products people can't put down.
Ю-Кай Чоу 2015 507 стр.
4.14
1 000+ оценок
Словарь геймдизайна
Анна Антропи • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
Словарь геймдизайна Саммари
Словарь геймдизайна
The grammar of game design: how to script a back-and-forth that players lose themselves in.
Анна Антропи 2013 211 стр.
3.94
134 оценок
Геймдизайн. Как создать игру, в которую будут играть все
Трейси Фуллертон • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Геймдизайн. Как создать игру, в которую будут играть все Саммари
Геймдизайн. Как создать игру, в которую будут играть все
The prototyping-first method that catches design disasters before you write a single line of code.
Трейси Фуллертон 2008 496 стр.
4.11
500+ оценок
Теория развлечений для геймдизайна
Ральф Костер • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3 000+
Теория развлечений для геймдизайна Саммари
Теория развлечений для геймдизайна
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
Ральф Костер 2004 279 стр.
3.90
3 000+ оценок
The Game Changer
Джейсон Фокс • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
The Game Changer Саммари
The Game Changer
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
Джейсон Фокс 2014 240 стр.
3.88
185 оценок
Чему видеоигры могут научить нас о грамотности и обучении
Джеймс Пол Джи • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1 000+
Чему видеоигры могут научить нас о грамотности и обучении Саммари
Чему видеоигры могут научить нас о грамотности и обучении
Video games teach because they have to. The 36 learning principles schools can steal from them.
Джеймс Пол Джи 2003 240 стр.
3.90
1 000+ оценок
Реальность под вопросом
Джейн Макгонигал • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8 000+
Реальность под вопросом Саммари
Реальность под вопросом
Games satisfy us more than reality does. That gap is a blueprint for a better world.
Джейн Макгонигал 2010 400 стр.
3.79
8 000+ оценок
Getting Gamers
Джейми Мэдиган • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Саммари
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
Джейми Мэдиган 2015 299 стр.
4.01
489 оценок
Play to Learn
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 Саммари
Play to Learn
The step-by-step playbook for designing learning games that slash training time and boost retention.
Sharon Boller 2017 168 стр.
3.95
42 оценок
Game Programming Patterns
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 Саммари
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
Robert Nystrom 2011 354 стр.
4.49
1 000+ оценок
Геймификация в бизнесе
Гейб Зикерман • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Геймификация в бизнесе Саммари
Геймификация в бизнесе
Why most badges fail: the motivation design that turns app users into players.
Гейб Зикерман 2011 182 стр.
3.65
490 оценок
The Gamer's Brain
Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Саммари
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
Celia Hodent 2017 272 стр.
4.29
231 оценок
Designing Games
Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Саммари
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
Tynan Sylvester 2013 413 стр.
4.47
500+ оценок
Сторителлинг в видеоиграх
Эван Сколник • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Сторителлинг в видеоиграх Саммари
Сторителлинг в видеоиграх
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
Эван Сколник 2014 208 стр.
3.99
500+ оценок
Геймифицируй это
Брайан Бёрк • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Геймифицируй это Саммари
Геймифицируй это
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
Брайан Бёрк 2014 162 стр.
3.44
500+ оценок
Persuasive Games
Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Саммари
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
Ian Bogost 2007 450 стр.
3.84
360 оценок
Приклеены к играм
Скотт Ригби • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Приклеены к играм Саммари
Приклеены к играм
Games grip you longer than movies because they feed deep needs that daily life starves.
Скотт Ригби 2011 200 стр.
4.00
111 оценок
Play Anything
Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Play Anything Саммари
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
Ian Bogost 2016 288 стр.
3.17
500+ оценок
Геймеры за работой
Морган Рамзи • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Геймеры за работой Саммари
Геймеры за работой
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
Морган Рамзи 2012 356 стр.
3.69
138 оценок
A Composer's Guide to Game Music
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 Саммари
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
Winifred Phillips 2014 275 стр.
4.21
175 оценок
One Up
Йост ван Дрёнен • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Саммари
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
Йост ван Дрёнен 2020 296 стр.
4.13
213 оценок
Революция геймификации
Гейб Зикерманн • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
Революция геймификации Саммари
Революция геймификации
What makes games sticky, and how to steal their playbook for business.
Гейб Зикерманн 2013 256 стр.
3.71
194 оценок
Думай как геймдизайнер
Джастин Гэри • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Думай как геймдизайнер Саммари
Думай как геймдизайнер
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
Джастин Гэри 2018 230 стр.
4.01
184 оценок
Мультиплеерный класс
Ли Шелдон • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
Мультиплеерный класс Саммари
Мультиплеерный класс
Your syllabus is a game design document. Here is how to write it, no computers required.
Ли Шелдон 2011 256 стр.
3.83
224 оценок
Game Development Patterns and Best Practices
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 Саммари
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
John P. Doran 2017 361 стр.
3.90
20 оценок
A Crowdfunder's Strategy Guide
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 Саммари
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
Jamey Stegmaier 2015 216 стр.
4.24
212 оценок
Game Mechanics
Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Саммари
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
Ernest Adams 2012 353 стр.
4.12
185 оценок
Educational Game Design Fundamentals
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 Саммари
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
George Kalmpourtzis 2018 296 стр.
4.31
45 оценок
Eurogames
Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Саммари
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
Stewart Woods 2012 262 стр.
3.78
137 оценок
The Board Game Designer's Guide
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 Саммари
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
Joe Slack 2017 233 стр.
3.71
82 оценок
Unboxed
Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Саммари
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
Gordon Calleja 2022 312 стр.
3.46
13 оценок
Designing the User Experience of Game Development Tools
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 Саммари
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
David Lightbown 2015 188 стр.
4.13
16 оценок
The Kobold Guide to Board Game Design
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 Саммари
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
Mike Selinker 2011 138 стр.
4.06
500+ оценок
The Invisible Game
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 Саммари
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
Zoltan Andrejkovics 2016 201 стр.
4.33
228 оценок
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