The Art Of Producing Games

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The Art of Producing Games

Author : David McCarthy,Ste Curran,Simon Byron
Publisher : Course Technology
Page : 204 pages
File Size : 53,7 Mb
Release : 2005
Category : Computers
ISBN : UOM:39015063362803

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The Art of Producing Games by David McCarthy,Ste Curran,Simon Byron Pdf

The essential reference for anyone wanting to work in the industry, or who is curious to know more about it.

The Art of Game Design

Author : Jesse Schell
Publisher : CRC Press
Page : 604 pages
File Size : 51,9 Mb
Release : 2014-11-06
Category : Computers
ISBN : 9781466598645

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The Art of Game Design by Jesse Schell Pdf

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Creating Emotion in Games

Author : David Freeman
Publisher : New Riders Publishing
Page : 596 pages
File Size : 54,5 Mb
Release : 2004
Category : Computers
ISBN : UOM:39015052882290

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Creating Emotion in Games by David Freeman Pdf

Master the future in game development and design by learning how to create emotional immersion in games, known as emotioneering. - Packed with 150 hands-on techniques that can be applied immediately to any game in development. - Author is highly sort after and works with companies including Microsoft, Sony, Activision, and Midway and also speaks regularly at the Game Developers Conference and DICE. - Foreword by Wil Wright, the creator of The Sims.

Games

Author : C. Thi Nguyen
Publisher : Oxford University Press, USA
Page : 253 pages
File Size : 50,5 Mb
Release : 2020
Category : Games & Activities
ISBN : 9780190052089

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Games by C. Thi Nguyen Pdf

"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

The Art of Video Games

Author : Chris Melissinos,Patrick O'Rourke
Publisher : Unknown
Page : 218 pages
File Size : 41,9 Mb
Release : 2012
Category : Art
ISBN : 9781599621104

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The Art of Video Games by Chris Melissinos,Patrick O'Rourke Pdf

"Published in cooperation with the Smithsonian American Art Museum."

Critical Play

Author : Mary Flanagan
Publisher : MIT Press
Page : 363 pages
File Size : 52,9 Mb
Release : 2013-02-08
Category : Computers
ISBN : 9780262518659

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Critical Play by Mary Flanagan Pdf

An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

The Art of Game Design

Author : Jesse Schell
Publisher : CRC Press
Page : 935 pages
File Size : 40,8 Mb
Release : 2019-07-31
Category : Computers
ISBN : 9781351803632

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The Art of Game Design by Jesse Schell Pdf

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Game Art

Author : Matt Sainsbury
Publisher : No Starch Press
Page : 278 pages
File Size : 42,5 Mb
Release : 2015-09-01
Category : Games & Activities
ISBN : 9781593276652

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Game Art by Matt Sainsbury Pdf

Game Art is a collection of breathtaking concept art and behind-the-scenes interviews from videogame developers, including major players like Square Enix, Bioware, and Ubisoft as well as independent but influential studios like Tale of Tales and Compulsion Games. Immerse yourself in fantastic artwork and explore the creative thinking behind over 40 console, mobile, and PC games. A lone independent developer on a tiny budget can create an experience as powerful and compelling as a triple-A blockbuster built by a team of 1,000. But like all works of art, every game begins with a spark of inspiration and a passion to create. Let Game Art take you on a visual journey through these beautiful worlds, as told by the minds that brought them to life.

History of Digital Games

Author : Andrew Williams
Publisher : CRC Press
Page : 255 pages
File Size : 52,9 Mb
Release : 2017-03-16
Category : Computers
ISBN : 9781317503811

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History of Digital Games by Andrew Williams Pdf

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

The Art of Computer Game Design

Author : Linda L Crawford,Chris Crawford
Publisher : McGraw-Hill/Glencoe
Page : 120 pages
File Size : 42,7 Mb
Release : 1984-01-01
Category : Computers
ISBN : 0078811171

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The Art of Computer Game Design by Linda L Crawford,Chris Crawford Pdf

Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development

Game Design

Author : Bob Bates
Publisher : Course Technology
Page : 0 pages
File Size : 52,5 Mb
Release : 2001
Category : Artificial intelligence
ISBN : 0761531653

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Game Design by Bob Bates Pdf

This title offers an inside look into the game development industry, it has advice and insight on how to get a foot in the door, how to licence a game, how to settle contract issues, and how to demonstrate the game to prospective companies.

A Playful Production Process

Author : Richard Lemarchand
Publisher : MIT Press
Page : 409 pages
File Size : 44,8 Mb
Release : 2021-10-12
Category : Computers
ISBN : 9780262045513

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A Playful Production Process by Richard Lemarchand Pdf

How to achieve a happier and healthier game design process by connecting the creative aspects of game design with techniques for effective project management. 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.

Producing Games

Author : D S. Cohen,Sergio A. Bustamante
Publisher : CRC Press
Page : 305 pages
File Size : 44,6 Mb
Release : 2012-09-10
Category : Art
ISBN : 9781136138782

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Producing Games by D S. Cohen,Sergio A. Bustamante Pdf

Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.

Creating Children's Art Games for Emotional Support

Author : Vicky Barber
Publisher : Jessica Kingsley Publishers
Page : 144 pages
File Size : 51,6 Mb
Release : 2011-06-15
Category : Education
ISBN : 0857004093

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Creating Children's Art Games for Emotional Support by Vicky Barber Pdf

Game playing is a highly effective way of engaging children and has long been acknowledged as an important means of psychological therapy. This book offers an abundance of fun games that help children to confront personal problems and issues in a light-hearted yet meaningful way. These are games with a difference, as they must be constructed before they can be played. The creation aspect involves collaboration and cooperation within a team, and instils an empowering sense of ownership in the creators. By the time the game is ready to be played, children are confident, thoroughly engaged and ready to explore issues in a supportive environment. Each game has been tried and tested by the author, and is proven to really work. This book is an essential tool for therapists, counsellors, social workers, youth workers and teachers supporting children and young people.

Works of Game

Author : John Sharp
Publisher : MIT Press
Page : 157 pages
File Size : 55,6 Mb
Release : 2015-03-06
Category : Games & Activities
ISBN : 9780262029070

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Works of Game by John Sharp Pdf

An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.