Coop UQAM | Coopsco

Créer mon profil | Mot de passe oublié?

Magasiner par secteur

Matériel obligatoire et recommandé

Voir les groupes
Devenir membre

Nos partenaires

UQAM
ESG UQAM
Réseau ESG UQAM
Bureau des diplômés
Centre sportif
Citadins
Service de la formation universitaire en région
Université à distance
Société de développement des entreprises culturelles - SODEC
L'institut du tourisme et de l'hotellerie - ITHQ
Pour le rayonnement du livre canadien
Presses de l'Université du Québec
Auteurs UQAM : Campagne permanente de promotion des auteures et auteurs UQAM
Fondation de l'UQAM
Écoles d'été en langues de l'UQAM
Canal savoir
L'économie sociale, j'achète
Millénium Micro



Recherche avancée...

Elements of Game Design

Elements of Game Design

Zubek, Robert


Éditeur : MIT PRESS
ISBN papier: 9780262043915
Parution : 2020
Code produit : 1474191
Catégorisation : Livres / Sciences humaines / Arts et performances artistiques / Design

Formats disponibles

Format Qté. disp. Prix* Commander
Livre papier 1 Prix membre : 38,00 $
Prix non-membre : 40,00 $
x

*Les prix sont en dollars canadien. Taxes et frais de livraison en sus.




Description

An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels—mechanics and systems, gameplay, and player experience—and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay. The book first introduces the core model and framework for analyzing and designing games. It then discusses the three levels in detail, explaining player experience and identifying design goals; introducing low-level structural analysis of gameplay in terms of basic mechanics; describing how mechanics build up into systems; and presenting concepts for understanding gameplay, defined as the dynamic behavior of players when they interact with mechanics and systems. Finally, the book offers students advice on creating game prototypes using an iterative, user-centered process. Each chapter offers a set of exercises for individuals and design challenges for groups.