Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books)

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9780123743282: Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books)

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.

The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.

The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.

The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.


"Sinopsis" puede pertenecer a otra edición de este libro.

Review:

The following game design luminaries have promised quotes:
Jonathan Blow, Company: Number-None, Game: Braid
Matthew Wegner, Development Director, Flashbang Studios, LLC, Games: Sealab 2021 Sweet Mayhem
Aubrey Hesselgren, Game Designer, Amorphous, Games: Hoop World, Unannounced XBLA game
Derek Yu, Artist, Game Designer, Bit Blot, Games: Aquaria, I'm O.K.
Alec Holowka, Programmer, Game Designer, Bit Blot, Games: Aquaria
Katherine Isbister, Associate Professor, Rensselaer Polytech (RPI), Morgan Kaufmann game author.

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Steve Swink
Editorial: Taylor Francis Inc, United States (2008)
ISBN 10: 0123743281 ISBN 13: 9780123743282
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Descripción Taylor Francis Inc, United States, 2008. Paperback. Estado de conservación: New. Language: English . Brand New Book. Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game s feel is central to a game s success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation.There s a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. Nº de ref. de la librería AA69780123743282

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Steve Swink
Editorial: Morgan Kaufmann 2008-11-27 (2008)
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Descripción Morgan Kaufmann 2008-11-27, 2008. Paperback. Estado de conservación: New. Nº de ref. de la librería NU-GRD-04663011

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Descripción Taylor and Francis 2008-11-19, Amsterdam |London, 2008. paperback. Estado de conservación: New. Nº de ref. de la librería 9780123743282

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Descripción Taylor Francis Inc, United States, 2008. Paperback. Estado de conservación: New. Language: English . Brand New Book. Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game s feel is central to a game s success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There s a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. Nº de ref. de la librería AA69780123743282

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Descripción Estado de conservación: New. Depending on your location, this item may ship from the US or UK. Nº de ref. de la librería 97801237432820000000

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Descripción 2008. PAP. Estado de conservación: New. New Book.Shipped from US within 10 to 14 business days. Established seller since 2000. Nº de ref. de la librería IB-9780123743282

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Descripción CRC Press, 2008. PAP. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería GB-9780123743282

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Descripción Estado de conservación: New. Bookseller Inventory # ST0123743281. Nº de ref. de la librería ST0123743281

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Descripción 2008. PAP. Estado de conservación: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Nº de ref. de la librería VT-9780123743282

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Descripción Taylor & Francis Inc, 2008. Estado de conservación: New. 2008. 1st Edition. Paperback. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. This book exposes 'feel' as a hidden language in game design. It covers topics like role of sound, ancillary indicators, importance of metaphor, how people perceive things, and a brief history of feel in games. Num Pages: 376 pages, Approx. 190 illustrations. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 232 x 191 x 22. Weight in Grams: 786. . . . . . . Nº de ref. de la librería V9780123743282

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