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The Art of Game Design A Book of Lenses, 3rd Edition

Pdf Book Name: The Art of Game Design: A Book of Lenses, Third Edition 3rd Edition
Author: Jesse Schell
Publisher: CRC Press
ISBN-10, 13: 1138632058,9781138632059
Year: 2020
Pages: 654 pages
Language: English
File size: 25 MB
File format: PDF,EPUB

The Art of Game Design: A Book of Lenses, Third Edition 3rd Edition Pdf Book Description:

Game design is not an easy subject to write about. Lenses and fundamentals are useful tools, but to truly understand game design is to understand an incredibly complex web of creativity, psychology, art, technology, and business. Everything in this web is connected to everything else. Changing one element affects all the others, and the understanding of one element influences the understanding of all of the others. Most experienced designers have built up this web in their minds, slowly, over many years, learning the elements and relationships by trial and error. And this is what makes game design so hard to write about. Books are necessarily linear. One idea must be presented at a time. For this reason, many game design books have an incomplete feeling to them like a guided nighttime tour with a flashlight, the reader sees a lot of interesting things, but can’t really comprehend how they all fit together. Game design is an adventure, and adventure needs a map. For this book, I have created a map that shows the web of game design relationships. You can see the complete map near the end of the book, but to see the entire map at once is confusing and overwhelming. Picasso once said, “To create, one must first destroy.” And so we will. We set everything aside, and begin our map as a blank slate. As we do this, I encourage you, too, to set aside your preconceptions about game design, so that you can approach this difficult but fascinating subject with an open mind.

Chapter 1 will begin by adding a single element, the designer. Successive chapters will add other elements, one at a time, gradually building up the complex system of relationships between designer, player, game, team, and client, so you can see how they fit together, and why they fit together the way they do. By the end of the book, you will have, both on paper and in your mind, a map of these relationships. Of course, the map on paper is not the important one the important one is the one in your mind. And the map is not the territory. It will necessarily be imperfect. But hopefully, after this book helps to create a map of relationships in your mind, you will test your mental map against reality, altering it and augmenting it, as you find parts of it that can be improved. Every designer goes through the journey of building their own personal map of these relationships. If you are new to game design, this book should be able to give you the beginnings of your map. If you are already a seasoned game designer, I hope that this book can give you some ideas about how to improve the map you have.

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