机读格式显示(MARC)
- 000 02195nam a2200289 i 4500
- 008 220901s2022 enka 001 0 eng d
- 020 __ |a 9780198845911 |q (hardback)
- 040 __ |a ZTJCKT |b eng |c ZTJCKT |e rda
- 099 __ |a CAL 022022075561
- 100 1_ |a Stahlke, Samantha, |e author.
- 245 14 |a The game designer's playbook : |b an introduction to game interaction design / |c Samantha Stahlke, Pejman Mirza-Babaei.
- 260 __ |a Oxford : |b Oxford University Press, |c [2022]
- 300 __ |a xii, 373 pages ; |b illustrations (color) ; |c 24 cm
- 336 __ |a text |2 rdacontent
- 337 __ |a unmediated |2 rdamedia
- 338 __ |a volume |2 rdacarrier
- 500 __ |a Includes index.
- 520 __ |a "Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook (italics) is about that challenge. More specifically, it's a book about game interaction design-in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with its narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook (italics) is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games"-- |c Provided by publisher.
- 650 _0 |a Video games |x Design.
- 700 1_ |a Mirza-Babaei, Pejman, |e author.