The art of game design: a book of lenses
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton [u.a.]
CRC Press
2015
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Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XLIV, 555 S. Ill., graph. Darst. 24 cm |
ISBN: | 9781466598645 |
Internformat
MARC
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035 | |a (OCoLC)901930744 | ||
035 | |a (DE-599)BVBBV042201929 | ||
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100 | 1 | |a Schell, Jesse |d 1970- |e Verfasser |0 (DE-588)1047471531 |4 aut | |
245 | 1 | 0 | |a The art of game design |b a book of lenses |c Jesse Schell |
250 | |a 2. ed. | ||
264 | 1 | |a Boca Raton [u.a.] |b CRC Press |c 2015 | |
300 | |a XLIV, 555 S. |b Ill., graph. Darst. |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Computer games / Design | |
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Datensatz im Suchindex
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adam_text | Table of Lenses................................................xxvii
Acknowledgments.................................................xxxv
Hello.........................................................xxxvii
Magic Words.............................................................1
What Skills Does a Game Designer Need?.................................3
The Most Important Skill................................................5
The Five Kinds of Listening.............................................6
The Secret of the Gifted.............................................. 7
Other Reading to Consider...............................................8
The Game Is Not the Experience.......................................11
Is This Unique to Games?.............................................12
Three Practical Approaches to Chasing Rainbows..........12
Psychology.......................................................13
Anthropology.....................................................14
Design...........................................................14
Introspection: Powers, Perils, and Practice..........................15
Peril #1: Introspection Can Lead to False Conclusions about Reality.15
Peril #2: What is True of My Experiences May Not Be True for Others.17
Dissect Your Feelings................................................18
Defeating Heisenberg.................................................19
Analyze Memories.................................................19
vii
CONTENTS
Two Passes.............................................................20
Sneak Glances..........................................................20
Observe Silently.......................................................20
Essential Experience.......................................................21
All That s Real Is What You Feel...........................................23
The Shifting Sands of Platform......................................26
Private Venues......................................................26
The Hearth......................................................27
The Workbench...................................................27
The Reading Nook................................................28
Public Venues.......................................................28
The Theater.....................................................29
The Arena................................................... 29
The Museum......................................................30
Half Private/Half Public Venues.....................................30
The Gaming Table................................................30
The Playground..................................................31
Anywhere........................................................31
Venues Mixed and Matched............................................31
Other Reading to Consider...........................................32
A Rant about Definitions..................................................34
So What Is a Game?.......................................................36
No, Seriously, What Is a Game?............................................41
Problem Solving 101.......................................................46
The Fruits of Our Labor...................................................47
Other Reading to Consider.................................................48
CONTENTS
What Are Little Games Made Of?.........................................50
The Four Basic Elements................................................51
Skin and Skeleton......................................................55
Mere Games.............................................................58
Unifying Themes........................................................59
Resonance..............................................................63
Back to Reality........................................................66
Other Reading to Consider..............................................67
Inspiration............................................................70
State the Problem......................................................73
How to Sleep...........................................................74
Your Silent Partner....................................................75
Subconscious Tip #1: Pay Attention.................................78
Subconscious Tip #2: Record Your Ideas.............................79
Subconscious Tip #3: Manage Its Appetites (Judiciously)............79
Subconscious Tip #4: Sleep.........................................80
Subconscious Tip #5: Don t Push Too Hard...........................80
A Personal Relationship............................................81
Sixteen Nitty-Gritty Brainstorming Tips................................81
Brainstorm Tip #1: The Write Answer................................81
Brainstorm Tip #2: Write or Type?..................................81
Brainstorm Tip #3: Sketch..........................................82
Brainstorm Tip #4: Toys............................................82
Brainstorm Tip #5: Change Your Perspective.........................82
Brainstorm Tip #6: Immerse Yourself................................82
IX
CONTENTS
Brainstorm Tip #7: Crack Jokes.....................................83
Brainstorm Tip #8: Spare No Expense................................83
Brainstorm Tip #9: The Writing on the Wail.........................83
Brainstorm Tip #10: The Space Remembers............................84
Brainstorm Tip #11: Write Everything...............................84
Brainstorm Tip #12: Number Your Lists..............................85
Brainstorm Tip #13: Destroy Your Assumptions.......................85
Brainstorm Tip #14: Mix and Match Categories.......................85
Brainstorm Tip #15: Talk to Yourself...............................87
Brainstorm Tip #16: Find a Partner.................................87
Look At All These Ideas! Now What?....................................87
Other Reading to Consider..............................................88
Choosing an Idea.......................................................90
The Eight Filters......................................................91
The Rule of the Loop...................................................93
A Short History of Software Engineering...............................95
Danger—Waterfall—Keep Back.........................................95
Barry Boehm Loves You..............................................96
The Agile Manifesto....................................................97
Risk Assessment and Prototyping...................................... 99
Example: Prisoners of Bubbleville..................................99
Prisoners of Bubbleville: Design Brief.......................100
Ten Tips for Productive Prototyping...................................102
Prototyping Tip #1: Answer a Question.............................102
Prototyping Tip #2: Forget Quality................................103
Prototyping Tip #3: Don t Get Attached............................103
Prototyping Tip #4: Prioritize Your Prototypes....................104
Prototyping Tip #5: Parallelize Prototypes Productively...........104
Prototyping Tip #6: It Doesn t Have to Be Digital.................104
Tetris: A Paper Prototype....................................104
Halo: A Paper Prototype......................................105
x
CONTENTS
Prototyping Tip #7: it Doesn t Have to Be Interactive.............105
Prototyping Tip #8: Pick a Fast Loop Game Engine.............. 105
Prototyping Tip #9: Build the Toy First...........................106
Prototyping Tip #10: Seize Opportunities for More Loops...........107
Closing the Loop......................................................108
Loop 1: New Racing Game.........................................108
Loop 2: Racing Subs Game........................................109
Loop 3: Flying Dinos Game.......................................110
How Much Is Enough?...................................................ill
Your Secret Fuel......................................................112
Other Reading to Consider.............................................113
Einstein s Violin.....................................................116
Project Yourself......................................................117
Demographics..........................................................117
The Medium Is the Misogynist?.........................................120
Five Things Males Like to See in Games............................121
Five Things Females Like to See in Games..........................122
Psychographics........................................................127
LeBlanc s Taxonomy of Game Pleasures..............................127
Bartle s Taxonomy of Player Types.................................129
More Pleasure: MORE!............................................ 129
Other Reading to Consider.............................................131
Modeling..............................................................135
Focus.................................................................138
Empathy............................................................. 143
Imagination......................................................... 145
Other Reading to Consider.............................................146
xi
CONTENTS
Needs............................................................148
...And More Needs................................................149
Intrinsic vs. Extrinsic Motivation...............................150
Wanna vs. Hafta..................................................151
Novelty..........................................................154
Judgment.........................................................155
Other Reading to Consider........................................156
Mechanic 1: Space....................................................158
Nested Spaces...................................................162
Zero Dimensions.................................................162
Mechanic 2: Time.....................................................163
Discrete and Continuous Time....................................164
Clocks and Races................................................164
Controlling Time................................................164
Mechanic 3: Objects, Attributes, and States..........................165
Secrets.........................................................168
Mechanic 4: Actions..................................................170
Emergent Gameplay...............................................171
Mechanic 5: Rules....................................................174
Parlett s Rule Analysis.........................................175
Modes...........................................................177
Enforcer........................................................177
Cheatability....................................................178
The Most Important Rule.........................................178
Wrapping Up Rules...............................................180
Mechanic 6: Skill....................................................181
Real vs. Virtual Skills.........................................182
Enumerating Skills..............................................182
xii
CONTENTS
Mechanic 7: Chance.....................................................184
Invention of Probability...........................................184
Ten Rules of Probability Every Game Designer Should Know..........185
Rule #1: Fractions Are Decimals Are Percents..................185
Rule #2: Zero to One—and That s It!...........................186
Rule #3: Looked For Divided By Possible Outcomes Equals
Probability............................................186
Rule #4: Enumerate!............................................187
Rule #5: In Certain Cases, OR Means Add........................187
Rule #6: In Certain Cases, AND Means Multiply..................188
Rule #7: One Minus Does - Doesn t ..........................190
Rule #8: The Sum of Multiple Linear Random Selections Is NOT
a Linear Random Selection!.............................191
Rule #9: Roll the Dice.........................................192
Rule #10: Geeks Love Showing Off (Gombaud s Law)...............193
Expected Value.....................................................193
Consider Values Carefully..........................................195
Human Element......................................................195
Skill and Chance Get Tangled.......................................198
Other Reading to Consider..............................................200
The Twelve Most Common Types of Game Balance.............................202
Balance Type #1: Fairness...........................................202
Symmetrical Games...............................................203
Asymmetrical Games..............................................203
Biplane Battle..................................................204
Rock, Paper, Scissors...........................................206
Balance Type #2: Challenge vs. Success..............................207
Balance Type #3: Meaningful Choices.................................210
Triangularity...................................................211
xiii
CONTENTS
Balancing Type #4: Skill vs. Chance...............................214
Balancing Type #5: Head vs. Hands.................................215
Balance Type #6: Competition vs. Cooperation......................216
Balance Type #7: Short vs. Long...................................219
Balance Type #8: Rewards..........................................219
Balance Type #9: Punishment.......................................222
Balance Type #10: Freedom vs. Controlled Experience...............225
Balance Type #11: Simple vs. Complex..............................226
Natural vs. Artificial Balancing..............................228
Elegance......................................................228
Character.....................................................229
Balance Type #12: Detail vs. Imagination..........................230
Game Balancing Methodologies..........................................232
Balancing Game Economies..............................................234
Dynamic Game Balancing................................................236
The Big Picture.......................................................237
Other Reading to Consider.............................................237
The Puzzle of Puzzles......................................................240
Aren t Puzzles Dead?.......................................................241
Good Puzzles...............................................................243
Puzzle Principle #V. Make the Goal Easily Understood...................243
Puzzle Principle #2: Make It Easy to Get Started.......................244
Puzzle Principle #3: Give a Sense of Progress..........................245
Puzzle Principle #4: Give a Sense of Solvability.......................246
Puzzle Principle #5: increase Difficulty Gradually.....................247
Puzzle Principle #6: Parallelism Lets the Player Rest..................248
Puzzle Principle #7: Pyramid Structure Extends Interest................248
Puzzle Principle #8: Hints Extend Interest.............................250
Puzzle Principle #9: Give the Answer!..................................250
Puzzle Principle #10: Perceptual Shifts Are a Double-Edged Sword......250
XIV
CONTENTS
A Final Piece.............................................................251
Other Reading to Consider.................................................252
■ ■ ■
Between Yin and Yang......................................................254
Breaking It Down..........................................................255
The Loop of Interaction...................................................260
Juiciness.................................................................264
Primality.................................................................266
Channels of Information...................................................267
Step 1: List and Prioritize Information..............................267
Step 2: List Channels................................................268
Step 3: Map Information to Channels..................................269
Step 4: Review Use of Dimensions.....................................270
Modes................................................................271
Mode Tip #1: Use as Few Modes as Possible.......................272
Mode Tip #2: Avoid Overlapping Modes.............................272
Mode Tip #3: Make Different Modes Look as Different as
Possible...........................................272
Other Interface Tips......................................................274
Interface Tip #1: Steal..............................................274
Interface Tip #2: Customize..........................................274
Interface Tip #3: Design around Your Physical Interface..............274
Interface Tip #4: Theme Your Interface...............................275
Interface Tip #5: Sound Maps to Touch................................275
interface Tip #6: Balance Options and Simplicity with Layers.........275
Interface Tip #7: Use Metaphors......................................276
Interface Tip #8: If It Looks Different, It Should Act Different....276
Interface Tip #9: Test, Test, Test!..................................277
Interface Tip #10: Break the Rules to Help Your Player..............277
Other Reading to Consider.................................................278
xv
280
My First Lens....
Interest Curves...........................................................281
Patterns inside Patterns..................................................284
What Comprises interest?..................................................288
Factor 1: Inherent Interest..........................................288
Factor 2: Poetry of Presentation.....................................289
Factor 3: Projection.................................................289
Interest Factor Examples..................................................292
Putting It All Together...................................................294
Other Reading to Consider.................................................294
Story/Game Duality..................................................296
Myth of Passive Entertainment.......................................297
The Dream...........................................................298
The Reality.........................................................298
Real-World Method 1: The String of Pearls......................298
Real-World Method 2: The Story Machine.........................299
The Problems........................................................301
Problem #1: Good Stories Have Unity............................301
Problem #2; The Combinatorial Explosion........................301
Problem #3: Multiple Endings Disappoint........................302
Problem #4: Not Enough Verbs....................................303
Problem #5: Time Travel Makes Tragedy Obsolete.................304
The Dream Reborn....................................................304
Story Tips for Game Designers.......................................305
Story Tip #1: Goals, Obstacles, and Conflicts...................305
Story Tip #2: Make It Real.....................................306
Story Tip #3: Provide Simplicity and Transcendence..............306
CONTENTS
Story Tip #4: Consider the Hero s Journey.........................307
Vogler s Synopsis of the Hero s Journey.......................308
Story Tip #5: Put Your Story to Work!..............................309
Story Tip #6: Keep Your Story World Consistent.....................310
Story Tip #7: Make Your Story World Accessible.....................311
Story Tip #8: Use Clichés Judiciously..............................314
Story Tip #9: Sometimes a Map Brings a Story to Life..............314
Other Reading to Consider.............................................315
The Feeling of Freedom.................................................319
Indirect Control Method #1: Constraints................................320
Indirect Control Method #2: Goals......................................321
Indirect Control Method #3: Interface..................................322
Indirect Control Method #4: Visual Design..............................322
Indirect Control Method #5: Characters.................................327
Indirect Control Method #6: Music.................................... 328
Collusion..............................................................329
Other Reading to Consider..............................................334
Transmedia Worlds......................................................336
The Power of Pokemon...................................................337
Properties of Transmedia Worlds........................................339
Transmedia Worlds Are Powerful.....................................339
Transmedia Worlds Are Long Lived...................................340
Transmedia Worlds Evolve over Time.................................340
What Successful Transmedia Worlds Have in Common.......................341
xvii
CONTKNTS
The Nature of Game Characters..........................................346
Novel Characters..................................................346
Movie Characters..................................................346
Game Characters...................................................346
Avatars................................................................348
The Ideal Form....................................................348
The Blank Slate...................................................349
Creating Compelling Game Characters....................................350
Character Tip #1: List Character Functions........................350
Character Tip #2: Define and Use Character Traits.................352
Character Tip #3: Use the Interpersonal Circumplex................353
Character Tip #4: Make a Character Web............................355
Archie........................................................356
Veronica......................................................356
Betty.........................................................356
Reggie........................................................356
Jughead.......................................................357
Character Tip #5: Use Status......................................357
Character Tip #6: Use the Power of the Voice......................360
Character Tip #7: Use the Power of the Face.......................360
Character Tip #8: Powerful Stories Transform Characters...........362
Character Tip #9: Let Your Characters Surprise Us.................363
Character Tip #10: Avoid the Uncanny Valley.......................364
Other Reading to Consider..............................................365
The Purpose of Architecture...........................................368
Organizing Your Game Space............................................368
A Word about Landmarks...........................................371
Christopher Alexander Is a Genius.....................................372
Alexander s Fifteen Properties of Living Structures..............374
xviii
CONTENTS
Real vs. Virtual Architecture.......................................376
Know How Big.................................................. 377
Third-Person Distortion.........................................378
Level Design........................................................381
Other Reading to Consider...........................................381
Monet Refuses the Operation.........................................384
The Value of Aesthetics.............................................385
Learning to See.....................................................387
How to Let Aesthetics Guide Your Design.............................388
How Much Is Enough?.................................................389
Use Audio...........................................................390
Balancing Art and Technology........................................390
Other Reading to Consider...........................................391
n •
We Are Not Alone....................................................394
Why We Play with Others.............................................394
Other Reading to Consider...........................................397
More than Just Other Players.....................................400
Ten Tips for Strong Communities..................................401
Community Tip #1: Foster Friendships.........................401
Community Tip #2: Put Conflict at the Heart..................403
Community Tip #3: Use Architecture to Shape Your Community...404
Community Tip #4: Create Community Property..................404
XIX
CONTENTS
Community Tip #5: Let Players Express Themselves..........404
Community Tip #6: Support Three Levels....................405
Community Tip #7: Force Players to Depend on Each Other...407
Community Tip #8: Manage Your Community...................408
Community Tip #9: Obligation to Others Is Powerful........408
Community Tip #10: Create Community Events................409
The Challenge of Griefing.....................................410
The Future of Game Communities................................412
Other Reading to Consider.....................................412
The Secret of Successful Teamwork..................................414
If You Can t Love the Game, Love the Audience..................416
Designing Together.................................................417
Team Communication.................................................419
Other Reading to Consider..........................................423
The Myth of the Game Design Document.............................426
The Purpose of Documents.........................................426
Memory.......................................................427
Communication................................................427
Types of Game Documents..........................................427
Design.......................................................428
Engineering..................................................429
Art..........................................................429
Production...................................................430
Writing......................................................430
Players......................................................431
xx
CONTENTS
So, Where Do I Start?..................................................431
Other Reading to Consider..............................................432
Playtesting............................................................434
My Terrible Secret.....................................................435
Playtest Question the First: Why?......................................436
Playtest Question the Second: Who?.....................................437
Playtest Question the Third: Where?....................................438
Playtest Question the Fourth: What?....................................440
The First What: Things You Know You Are Looking For................440
The Second What: Things You Don t Know You Are Looking For.........441
Playtest Question the Fifth: How?......................................441
Should You Even Be There?..........................................441
What Do You Tell Them Up Front?....................................442
Where Do You Look?.................................................442
What Other Data Should You Collect During Play?....................443
Will I Disturb the Players Midgame?................................443
What Data Will I Collect after the Play Session?.......................444
Surveys............................................................444
Interviews.........................................................445
Other Reading to Consider..............................................447
Technology, At Last....................................................450
Foundational vs. Decorational..........................................451
Mickey s First Cartoon.............................................452
Abalone............................................................452
Sonic the Hedgehog.................................................453
xxi
CONTENTS
Myst................................................................453
Journey.............................................................454
Ragdoll Physics.....................................................454
The Touch Revolution.................................................. 455
The Hype Cycle..........................................................455
The Innovator s Dilemma.................................................457
The Law of Divergence...................................................458
The Singularity.........................................................458
Look into Your Crystal Ball.............................................459
Other Reading to Consider............................................. 462
Who Cares What the Client Thinks?......................................464
Coping with Bad Suggestions............................................465
Not That Rock..........................................................466
The Three Layers of Desire.............................................466
Firenze, 1498..........................................................467
Other Reading to Consider..............................................469
Why Me?................................................................472
A Negotiation of Power.................................................472
The Hierarchy of Ideas.................................................473
Twelve Tips for a Successful Pitch....................................473
Pitch Tip #1: Get in the Door.....................................473
Pitch Tip #2: Show You Are Serious................................474
Pitch Tip #3: Be Organized.........................................475
Pitch Tip #4: Be Passionate!!!!!...................................475
Pitch Tip #5: Assume Their Point of View..........................475
Pitch Tip #6: Design the Pitch.....................................477
XXII
CONTENTS
Pitch Tip #7: Know AH the Details................................477
Pitch Tip #8: Exude Confidence...................................478
Pitch Tip #9: Be Flexible........................................479
Pitch Tip #10: Rehearse..........................................479
Pitch Tip #11: Get Them to Own It................................480
Pitch Tip #12: Follow Up.........................................480
Fley, What about Kickstarter?........................................481
Other Reading to Consider............................................483
Love and Money.......................................................486
Know Your Business Model.............................................487
Retail...........................................................487
Direct Download..................................................488
Free to Play.....................................................489
Know Your Competition................................................490
Know Your Audience...................................................491
Learn the Language...................................................492
General Game Business Terms......................................492
Free to Play Business Terms......................................493
Know the Top Sellers.................................................494
The Importance of Barriers...........................................494
Other Reading to Consider............................................497
How Do Games Change Us?..............................................500
Can Games Be Good For You?...........................................500
Emotional Maintenance............................................500
Connecting.......................................................501
Exercise.........................................................501
xxiii
CONTENTS
Education..........................................................501
Giving the Brain What It Wants.................................502
Facts..........................................................503
Problem Solving................................................503
Systems of Relationships.......................................504
New Insights...................................................506
Curiosity......................................................506
Creating Teachable Moments.....................................507
Transformational Games.................................................507
Transformational Tip #1: Define Your Transformation................507
Transformational Tip #2: Find Great Subject Matter Experts.........508
Transformational Tip #3: What Does the Instructor Need?............508
Transformational Tip #4: Don t Do Too Much.........................509
Transformational Tip #5: Assess Transformation Appropriately.......509
Transformational Tip #6: Choose the Right Venue....................510
Transformational Tip #7: Accept the Realities of the Market........510
Can Games Be Bad For You?..............................................510
Violence...........................................................511
Addiction..........................................................512
Experiences............................................................514
Other Reading to Consider..............................................515
The Danger of Obscurity.............................................518
Being Accountable...................................................519
Your Hidden Agenda..................................................520
The Secret Hidden in Plain Sight....................................520
The Ring............................................................521
Other Reading to Consider...........................................522
XXIV
CONTENTS
The Deepest Theming...............................................524
Goodbye...........................................................527
Endnotes..........................................................529
Bibliography......................................................543
Index.............................................................547
XXV
|
any_adam_object | 1 |
author | Schell, Jesse 1970- |
author_GND | (DE-588)1047471531 |
author_facet | Schell, Jesse 1970- |
author_role | aut |
author_sort | Schell, Jesse 1970- |
author_variant | j s js |
building | Verbundindex |
bvnumber | BV042201929 |
classification_rvk | AP 15963 ST 324 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)901930744 (DE-599)BVBBV042201929 |
dewey-full | 794.81536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81536 |
dewey-search | 794.81536 |
dewey-sort | 3794.81536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik |
edition | 2. ed. |
format | Book |
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id | DE-604.BV042201929 |
illustrated | Illustrated |
indexdate | 2024-07-10T01:15:11Z |
institution | BVB |
isbn | 9781466598645 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-027640796 |
oclc_num | 901930744 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM DE-703 DE-859 DE-355 DE-BY-UBR DE-20 DE-Aug4 DE-739 |
owner_facet | DE-91G DE-BY-TUM DE-703 DE-859 DE-355 DE-BY-UBR DE-20 DE-Aug4 DE-739 |
physical | XLIV, 555 S. Ill., graph. Darst. 24 cm |
publishDate | 2015 |
publishDateSearch | 2015 |
publishDateSort | 2015 |
publisher | CRC Press |
record_format | marc |
spelling | Schell, Jesse 1970- Verfasser (DE-588)1047471531 aut The art of game design a book of lenses Jesse Schell 2. ed. Boca Raton [u.a.] CRC Press 2015 XLIV, 555 S. Ill., graph. Darst. 24 cm txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Computer games / Design Gestaltung (DE-588)4157139-3 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwurf (DE-588)4121208-3 s Programmierung (DE-588)4076370-5 s Gestaltung (DE-588)4157139-3 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027640796&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Schell, Jesse 1970- The art of game design a book of lenses Computer games / Design Gestaltung (DE-588)4157139-3 gnd Programmierung (DE-588)4076370-5 gnd Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4157139-3 (DE-588)4076370-5 (DE-588)4121208-3 (DE-588)4010457-6 |
title | The art of game design a book of lenses |
title_auth | The art of game design a book of lenses |
title_exact_search | The art of game design a book of lenses |
title_full | The art of game design a book of lenses Jesse Schell |
title_fullStr | The art of game design a book of lenses Jesse Schell |
title_full_unstemmed | The art of game design a book of lenses Jesse Schell |
title_short | The art of game design |
title_sort | the art of game design a book of lenses |
title_sub | a book of lenses |
topic | Computer games / Design Gestaltung (DE-588)4157139-3 gnd Programmierung (DE-588)4076370-5 gnd Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Computer games / Design Gestaltung Programmierung Entwurf Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027640796&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT schelljesse theartofgamedesignabookoflenses |