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A playful production process : for game designers (and everyone)
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ISBN: 9780262045513 Year: 2021 Publisher: Cambridge (Mass.) : MIT press,

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Abstract

This book teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish—from conceptualizing and designing to building, playtesting, and iterating—while avoiding the uncontrolled overwork known among developers as “crunch.” Written by a legendary game designer, A Playful Production Process outlines a process that connects the creative aspects of game design with proven techniques for effective project management. The book outlines four project phases—ideation, preproduction, full production, and post-production—that give designers and developers the milestones they need to advance from the first glimmerings of an idea to a finished game.

Keywords

Game design.


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The game narrative toolbox
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ISBN: 9781138787087 Year: 2015 Publisher: Abingdon : Taylor & Francis.,

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Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.


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Persuasive Gaming in Context
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Year: 2021 Publisher: Amsterdam University Press

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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.


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How Pac-Man eats
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ISBN: 9780262044653 9780262360968 0262360969 026204465X 0262360977 Year: 2020 Publisher: Cambridge, Massachusetts : The MIT Press

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"This book explains that the tools and concepts we use for making games are intimately connected to what games can and do mean"--


Book
Zelf spannende games maken met GameMaker
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ISBN: 9789022958063 Year: 2007 Publisher: Bruna Multimedia,

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Photoshop for games. Creating art for console, mobile and social games
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ISBN: 9780321990204 Year: 2015 Publisher: New Riders,

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Homo ludens ludens. Playware. Gameworld
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Year: 2008 Publisher: Spain : Centro de Arte y Creación Industrial,

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Dissertation
Mémoire de fin d'études : "L'architecture dans le jeu vidéo : "Le jeu vidéo peut-il être une source culturelle dans l'apprentissage des monuments historiques ?"
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Year: 2022 Publisher: Liège Université de Liège (ULiège)

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Travail sur des analyses de jeux cherchant à évaluer la pertinence des jeux vidéo dans l'apprentissage de monuments historiques dans le jeu en tant qu'outil culturel.


Book
Persuasive Gaming in Context
Authors: --- --- ---
Year: 2021 Publisher: Amsterdam University Press

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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.


Book
Persuasive Gaming in Context
Authors: --- --- ---
Year: 2021 Publisher: Amsterdam University Press

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Abstract

The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.

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