Video games are big business They can be addicting They are available almost anywhere you go and are appealing to people of all ages They can eat up our time, cost us money, even kill our relationships But it s not all bad This book will show that rather than being a waste of time, video games
How was Wolfenstein 3D made and what were the secrets of its speed How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds If
The power of creation is at your fingertips Orcs prepare for battle against high Elves, Dwarves retreat to the mountains and men march to the sea to reclaim crumbling fortresses Fortunes are decided Kingdoms are lost Entire worlds are created This book will teach you to bring your fictional
The new era of Gamification and Human Focused Design optimizes for motivation and engagement over traditional Function Focused Design Within the industry, studies on game mechanics and behavioral psychology have become proliferate However, few people understand how to merge the two fields into
When Derek Yu released Spelunky for free in 2008, his roguelike inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation Four years later, Spelunky s HD remake went on to become PC Gamer s Game of
FEATURING IAN BOGOST LEIGH ALEXANDER ZOE QUINN ANITA SARKEESIAN KATHERINE CROSS IAN SHANAHAN ANNA ANTHROPY EVAN NARCISSE HUSSEIN IBRAHIM CARA ELLISON BRENDAN KEOGH DAN GOLDING DAVID JOHNSTON WILLIAM KNOBLAUCH MERRITT KOPAS OLA WIKANDER The State of Play is a call to
Video games have long been seen as the exclusive territory of young, heterosexual white males In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play.
A game designer considers the experience of play, why games have rules, and the relationship of play and narrative The impulse toward play is very ancient, not only pre cultural but pre human zoologists have identified play behaviors in turtles and in chimpanzees Games have existed since
Learn how to create compelling game storylines.Four experiencednarrative designers from different genres of game developmenthave banded together tocreate 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,
In 2014 games critic Cara Ellison pledged to the internet she d leave home, become itinerant, and travel around the world to live with and write about some of the most interesting game developers and their cultural outlook As your cyberpunk hair dyed Attenborough , originally Cara put up the Embed
The second book from Ignacy Trzeweiczek culled from his blog Board Games That Tell Stories as well as essays from other board game personalities and designers.
Competitive gaming and eSports among youths became a major theme these days For a professional gamer, having the best strategy or belonging to a team with the best skills are sometimes not enough for success Real life tournaments are tougher than we can imagine The Invisible Game covers the
As a veteran of six successful Kickstarter campaigns and counting and the proprietor of the Kickstarter Lessons blog, Jamey Stegmaier knows something about crowdfunding In this book he goes beyond the nuts and bolts of how it works to a deeper level crowdfunding not just as a cool way to raise
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances In the 1987 Nintendo Entertainment System videogame Zelda II The Adventure of Link, a character famously declared I AM ERROR.
Anyone can master the fundamentals of game design no technological expertise is necessary The Art of Game Design A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top quality video games Good
A Theory of Fun for Game Design is not your typical how to book It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun As the book shows, designing for fun is all about making interactive products like games highly