Kamis, 12 Mei 2011

[Q304.Ebook] Free PDF A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark

Free PDF A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark

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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark



A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark

Free PDF A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark

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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design, by Anna Anthropy, Naomi Clark

Master the Principles and Vocabulary of Game Design

Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do?

The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve.

The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them.

Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level.

  • Liberate yourself from stale clich�s and genres
  • Tell great stories: go way beyond cutscenes and text dumps
  • Control the crucial relationships between game “verbs” and “objects”
  • Wield the full power of development, conflict, climax, and resolution
  • Shape scenes, pacing, and player choices
  • Deepen context via art, animation, music, and sound
  • Help players discover, understand, engage, and “talk back” to you
  • Effectively use resistance and difficulty: the “push and pull” of games
  • Design holistically: integrate visuals, audio, and controls
  • Communicate a design vision everyone can understand

  • Sales Rank: #867177 in Books
  • Published on: 2014-03-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x .40" w x 7.00" l, .0 pounds
  • Binding: Paperback
  • 240 pages

Review

“A Game Design Vocabulary succeeds where many have failed–to provide a broad-strokes overview of videogame design. Utilizing analytic smarts, an encyclopedic knowledge of games, and subcultural attitude, Naomi Clark and Anna Anthropy get to the heart of how games work.

“Why is this book important? Videogames are the defining mass medium of our time, yet even those who make games lack a clear language for understanding their fundamental mechanics. A Game Design Vocabulary is essential reading for game creators, students, critics, scholars, and fans who crave insight into how game play becomes meaningful.”


–Eric Zimmerman, Independent Game Designer and Arts Professor, NYU Game Center


“A Game Design Vocabulary marks an important step forward for our discipline. Anna Anthropy and Naomi Clark’s extraordinarily lucid explanatio ns give us new ways to unpick the complexities of digital game design. Grounded in practical examples and bursting with original thinking, you need this book in your game design library.”


–Richard Lemarchand, Associate Professor, USC, Lead Designer, Uncharted


“Anthropy and Clark have done it! Created an intuitive vocabulary and introduction to game design in a concise, clear, and fun-to-read package. The exercises alone are a great set of limbering-up tools for those new to making games and seasoned designers, both.”


–Colleen Macklin, Game Designer and Professor, Parsons The New School for Design

“Two of my favorite game design minds sharing a powerful set of tools for designing meaningful games? I’m so excited for this book. A Game Design Vocabulary may very well be the best thing to happen to game design education in more than a decade. I can’t wait to put this book in the hands of my students and dev friends alike.”


–John Sharp, Associate Professor of Games and Learning, Parsons The New School for Design


“Some of the greatest challenges to the intelligent advancement of game-making can be found in the ways we conceptualize and discuss them. This simple yet profound new vocabulary is long-overdue and accessible enough to help new creators work within a meaningful framework for games.”


–Leigh Alexander, Game Journalist and Critic

About the Author

Anna Anthropy is an artist, author and game creatrix working in the East Bay area. As an ambassador for game creation, she works to empower marginalized voices to gain access to game creation. Her first book, Rise of the Videogame Zinesters, is an autobiography / manifesto / DIY guide. She's radical.

Naomi Clark has been designing and producing games for�more than�two decades, ever since she started creating text-based virtual worlds as a teenager. She’s worked on multiplayer web games (Sissyfight 2000), casual downloadable games (Miss Management), Flash games for kids (LEGO Junkbot). and Facebook games (Dreamland) while working with companies like Gamelab, LEGO, Rebel Monkey, and Fresh Planet. Naomi has also taught classes and workshops at Parsons School of Design, the NYU Game Center, and the New York Film Academy, and written game analysis�and feminist critique for Feministe. She is currently developing an independent game with the Brooklyn Game Ensemble.

Most helpful customer reviews

7 of 10 people found the following review helpful.
Thoughtful discussion of game design
By David Dunham
Although I have 3 published designs and have worked on dozens of other games, Anna Anthropy’s chapters made me feel like I know nothing about game design. In other words, it was challenging, which is a good thing. The latter part of the book, by Naomi Clark, was a little closer to my experience but still instructional.

Requiring Windows to do some of the exercises was a turn-off, especially since I was reading on an iPad.

6 of 19 people found the following review helpful.
Too rambling and unfocused.
By Joseph J. Cassavaugh
Although there are some interesting points about game design brought up within; the unfocused and rambling examples of crude and simple games detracts from it's overall intent. I'm 4 chapters in and debating whether it's worth my time to continue reading it.

See all 2 customer reviews...

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