The art of game design: a book of lenses
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1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton
CRC Press
[2020]
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Ausgabe: | 3rd edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xlii, 610 Seiten Illustrationen, Diagramme |
ISBN: | 9781138632059 9781138632097 |
Internformat
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245 | 1 | 0 | |a The art of game design |b a book of lenses |c Jesse Schell |
246 | 1 | 3 | |a Tenth anniversary: The art of game design |
250 | |a 3rd edition | ||
264 | 1 | |a Boca Raton |b CRC Press |c [2020] | |
264 | 4 | |c © 2020 | |
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Datensatz im Suchindex
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adam_text |
Table of Lenses.xxvii Hello.xxxv 1 In the Beginning, There Is the Designer.1 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. 6 Other Reading to Consider.7 2 The Designer Creates anExperience.9 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. 20 vii
CONTENTS Two Passes. 20 Sneak Glances.20 Observe Silently. 21 Essential Experience. 21 All That's Real Is What You Feel.24 3 The Experience Takes Place in a Venue. 25 The Shifting Sands of Platform. 26 Private Venues. 26 The Hearth. 27 The Workbench. 27 The Reading Nook. 28 Public Venues.29 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.32 Other Reading to Consider. 32 4 The Experience Rises Out of a Game. 33 A Rant about Definitions.34 So What Is a Game?. 36 No, Seriously, What Is a Game?.41 Problem Solving 101. 47 The Fruits of Our Labor. 48 Other Reading to Consider, viii .49
CONTENTS 5 The Game Consists of Elements. 51 What Are Little Games Made Of?. 52 The Four Basic Elements. 53 Skin and Skeleton.58 6 The Elements Support a Theme.61 Mere Games.62 Unifying Themes. 63 Resonance. 67 Back to Reality. 71 Other Reading to Consider. 71 7 The Game Begins with an Idea.73 Inspiration. 74 State the Problem.77 How to Sleep. 79 Your Silent Partner. 80 Subconscious Tip #1: Pay
Attention.83 Subconscious Tip #2: Record Your Ideas.83 Subconscious Tip #3: Manage Its Appetites (Judiciously).84 Subconscious Tip #4: Sleep.84 Subconscious Tip #5: Don't Push Too Hard. 85 A Personal Relationship. 85 Sixteen Nitty-Gritty Brainstorming Tips.86 Brainstorm Tip #1 : The Write Answer. 86 Brainstorm Tip #2: Write or Type?.86 Brainstorm Tip #3: Sketch. 87 Brainstorm Tip #4: Toys. 87 Brainstorm Tip #5: Change Your Perspective. 87 Brainstorm Tip #6: Immerse Yourself. 87 Brainstorm Tip #7: Crack Jokes. 88 ix
CONTENTS Brainstorm Tip #8: Spare No Expense.88 Brainstorm Tip #9: The Writing on the Wall.88 Brainstorm Tip #10: The Space Remembers. 89 Brainstorm Tip #11: Write Everything.89 Brainstorm Tip #12: Number Your Lists. 89 Brainstorm Tip #13: Destroy Your Assumptions. 90 Brainstorm Tip #14: Mix and Match Categories. 90 Brainstorm Tip #15: Talk to Yourself. 92 Brainstorm Tip #16: Find a Partner.92 Look At All These Ideas! Now What?.92 Other Reading to Consider.93 8 The Game Improves through Iteration.95 Choosing an Idea.96 The Eight Filters. 97 The Rule of the Loop.99 A Short History of Software Engineering.101 Danger—Waterfall—Keep
Back.101 Barry Boehm Loves You.102 The Agile Manifesto.103 Risk Assessment and Prototyping.105 Example: Prisoners of Bubbleville. 105 Prisoners of Bubbleville: Design Brief. 106 Prisoners of Bubbleville: Risk List.106 Prisoners of Bubbleville: Risk Mitigation. 107 Ten Tips for Productive Prototyping.109 Prototyping Tip #1: Answer a Question.109 Prototyping Tip #2: Forget Quality.109 Prototyping Tip #3: Don't Get Attached. 109 Prototyping Tip #4: Prioritize Your Prototypes.110 Prototyping Tip #5: Parallelize Prototypes Productively. 110 Prototyping Tip #6: It Doesn't Have to Be Digital. 110 x
CONTENTS Tetris: A Paper Prototype. Ill Halo: A Paper Prototype. 111 Prototyping Tip #7: It Doesn't Have to Be Interactive. 111 Prototyping Tip #8: Pick a "Fast Loop" Game Engine.112 Prototyping Tip #9: Build the Toy First.П2 Prototyping Tip #10: Seize Opportunities for More Loops.114 Closing the Loop. 114 Loop 1: "New Racing" Game. 115 Loop 2: "Racing Subs" Game. 116 Loop 3: "Flying Dinos" Game. 117 How Much Is Enough?. 117 Your Secret Fuel.119 Other Reading to Consider.120 9 The Game Is Made for a Player. 121 Einstein's Violin.122 Project Yourself. 123
Demographics. 124 The Medium Is the Misogynist?. 126 Five Stereotypes about What Males Like to See in Games. 127 Five Stereotypes about What Females Like to See in Games. 128 Psychographics. 133 LeBlanc's Taxonomy of Game Pleasures. 133 Bartle's Taxonomy of Player Types.135 More Pleasure: MORE!.135 Other Reading to Consider.138 10 The Experience Is in the Player’s Mind.139 Modeling. 141 Focus.144 XI
CONTENTS Empathy. 149 Imagination. 151 Other Reading to Consider. 152 11 The Player’s Mind Is Driven by the Player's Motivation.153 Needs. 154 .And More Needs.155 Intrinsic vs. Extrinsic Motivation. 157 Wanna vs. Hafta. 158 Novelty. 160 Judgment. 162 Other Reading to Consider. 162 12 Some Elements Are Game Mechanics. 165 Mechanic 1: Space. 166 Nested Spaces.170 Zero
Dimensions.170 Mechanic 2: Time. 172 Discrete and Continuous Time. 172 Clocks and Races. 172 Controlling Time. 173 Mechanic 3: Objects. 174 Secrets. 176 Mechanic 4: Actions. 179 Emergent Gameplay.180 Mechanic 5: Rules.184 Parlett's Rule Analysis.184 Modes.186 Enforcer. 187 Cheatability xii 187
CONTENTS The Most Important Rule.187 Wrapping Up Rules. 189 Mechanic 6: Skill.190 Real vs. Virtual Skills. 191 Enumerating Skills. 192 Mechanic 7: Chance. 193 Invention of Probability. 194 Ten Rules of Probability Every Game Designer Should Know. 195 Rule #1: Fractions Are Decimals Are Percents. 195 Rule #2: Zero to One—and That's It!. 195 Rule #3: "Looked For" Divided By "Possible Outcomes" Equals Probability. 196 Rule #4: Enumerate!. 196 Rule #5: In Certain Cases, OR Means Add.197 Rule #6: In Certain Cases, AND Means Multiply. 197 Rule #7: One Minus "Does" = "Doesn't". 200 Rule #8: The Sum of Multiple Linear Random Selections Is NOT a Linear Random
Selection!.200 Rule #9: Roll the Dice.202 Rule #10: Geeks Love Showing Off (Gombaud's Law). 202 Expected Value. 203 Consider Values Carefully. 204 The Human Element. 205 Skill and Chance Get Tangled. 208 Other Reading to Consider.210 13 Game Mechanics Must Be in Balance. . 211 The Twelve Most Common Types of Game Balance.212 Balance Type #1: Fairness.212 Symmetrical Games. 213 Asymmetrical Games.213 Biplane Battle. 215 Rock, Paper, Scissors. 216 xiii
CONTENTS Balance Type #2: Challenge vs. Success. 217 Balance Type #3: Meaningful Choices. 220 Triangularity. 222 Balancing Type #4: Skill vs. Chance.225 Balancing Type #5: Head vs. Hands.226 Balance Type #6: Competition vs. Cooperation.227 Balance Type #7: Short vs. Long. 230 Balance Type #8: Rewards. 231 Balance Type #9: Punishment. 234 Balance Type #10: Freedom vs. Controlled Experience. 238 Balance Type #11: Simple vs. Complex. 238 Natural vs. Artificial Balancing. 240 Elegance.240 Character. 242 Balance Type #12: Detail vs. Imagination.243 Game Balancing Methodologies. 245 Balancing Game
Economies.247 Dynamic Game Balancing.249 The Big Picture. 250 Other Reading to Consider. 250 14 Game Mechanics Support Puzzles.251 The Puzzle of Puzzles. 252 Aren't Puzzles Dead?. 253 Good Puzzles.255 Puzzle Principle #1: Make the Goal Easily Understood. 255 Puzzle Principle #2: Make It Easy to Get Started. 256 Puzzle Principle #3: Give a Sense of Progress. 258 Puzzle Principle #4: Give a Sense of Solvability. 259 Puzzle Principle #5: Increase Difficulty Gradually. 259 Puzzle Principle #6: Parallelism Lets the Player Rest. 260 Puzzle Principle #7: Pyramid Structure Extends Interest. 261 XIV
CONTENTS Puzzle Principle #8: Hints Extend Interest. 263 Puzzle Principle #9: Give the Answer!.263 Puzzle Principle #10: Perceptual Shifts Are a Double-Edged Sword.264 A Final Piece.264 Other Reading to Consider. 265 5 Players Play Games through an Interface. 267 Between Yin and Yang.268 Breaking It Down.269 The Loop of Interaction. 275 Juiciness.280 Primality.281 Channels of Information. 283 Step 1: List and Prioritize Information.283 Step 2: List Channels.284 Step 3: Map Information to Channels.284 Step 4: Review Use of
Dimensions.286 Modes. 288 Mode Tip #1: Use as Few Modes as Possible.288 Mode Tip #2: Avoid Overlapping Modes.288 Mode Tip #3: Make Different Modes Look as Different as Possible.288 Other Interface Tips. 290 Interface Tip #1: Steal.290 Interface Tip #2: Customize.290 Interface Tip #3: Design around Your Physical Interface.291 Interface Tip #4: Theme Your Interface.291 Interface Tip #5: Sound Maps to Touch. 291 Interface Tip #6: Balance Options and Simplicity with Layers.292 Interface Tip #7: Use Metaphors. 292 Interface Tip #8: Ifit Looks Different, It Should Act Different. 293 XV
CONTENTS Interface Tip #9: Test, Test, Test!. 294 Interface Tip #10: Break the Rules to Help Your Player.294 Other Reading to Consider. 294 16 Experiences Can Be Judged by Their Interest Curves. 297 My First Lens. 298 Interest Curves.299 Patterns inside Patterns. 302 What Comprises Interest?.306 Factor T. Inherent Interest. 306 Factor 2: Poetry of Presentation. 308 Factor 3: Projection.308 Interest Factor Examples.311 Putting It All Together.313 Other Reading to Consider. 313 17 One Kind of Experience Is the Story.315 Story/Game
Duality. 316 The Myth of Passive Entertainment.317 The Dream. 318 The Reality.318 Real-World Method 1:The String of Pearls. 318 Real-World Method 2: The Story Machine. 319 The Problems.321 Problem #1: Good Stories Have Unity.321 Problem #2: The Combinatorial Explosion. 321 Problem #4: Not Enough Verbs. 323 Problem #5: Time Travel Makes Tragedy Obsolete.324 The Dream Reborn. 324 Ten Story Tips for Game Designers. 325 XVI
CONTENTS Story Tip #1: Respect the Story Stack.325 Story Tip #2: Put Your Story to Work!.327 Story Tip #3: Goals, Obstacles, and Conflicts. 328 Story Tip #4: Make It Real. 329 Story Tip #5: Provide Simplicity and Transcendence. 330 Story Tip #6: Consider the Hero's Journey. 331 Vogler's Synopsis of the Hero's Journey. 332 Story Tip #7: Keep Your Story World Consistent. 334 Story Tip #8: Make Your Story World Accessible.334 Story Tip #9: Use Clichés Judiciously. 337 Story Tip #10: Sometimes a Map Brings a Story to Life.338 Story Tip #11: Surprise and Emotion. 338 Other Reading to Consider. 339 18 Story and Game Structures Can Be Artfully Merged with Indirect Control. 341 The Feeling of Freedom. 343 Indirect Control Method #1: Constraints. 344 Indirect Control Method #2:
Goals. 345 Indirect Control Method #3: Interface. 346 Indirect Control Method #4: Visual Design. 347 Indirect Control Method #5: Characters. 351 Indirect Control Method #6: Music. 353 Collusion.354 Other Reading to Consider. 359 19 Stories and Games Take Place in Worlds. 361 Transmedia Worlds. 362 The Power of Pokémon.363 xvii
CONTENTS Properties of Transmedia Worlds. 365 Transmedia Worlds Are Powerful. 365 Transmedia Worlds Are Long Lived.366 Transmedia Worlds Evolve over Time. 366 What Successful Transmedia Worlds Have in Common.367 20 Worlds Contain Characters.373 The Nature of Game Characters. 372 Novel Characters. 372 Movie Characters. 372 Game Characters. 372 Avatars. 373 The Ideal Form.374 The Blank Slate.374 Creating Compelling Game Characters.376 Character Tip #1: List Character Functions. 377 Character Tip #2: Define and Use Character Traits.378 Character Tip #3: Use the
Interpersonal Circumplex. 380 Character Tip #4: Make a Character Web. 382 Archie. 382 Veronica.383 Betty.383 Reggie. 383 Jughead. 383 Character Tip #5: Use Status. 384 Character Tip #6: Use the Power of the Voice. 387 Character Tip #7: Use the Power of the Face.388 Character Tip #8: Powerful Stories Transform Characters. 389 Character Tip #9: Let Your Characters Surprise Us. 391 Character Tip #10: Avoid the Uncanny Valley. 392 Other Reading to Consider. 393 XVIII
CONTENTS 21 Worlds Contain Spaces. 395 The Purpose of Architecture. 396 Organizing Your Game Space.396 A Word about Landmarks. 399 Christopher Alexander Is a Genius.400 Alexander's Fifteen Properties of Living Structures.402 Real vs. Virtual Architecture. 404 Know How Big.405 Third-Person Distortion. 406 Level Design. 409 Other Reading to Consider. 409 22 Some Interfaces Create a Feeling of Presence. 411 The Power of Presence. 414 Six Presence Breakers. 414 Presence Breaker #1: Motion Sickness.414 Presence Breaker #2:
Counter-Intuitive Interactions. 417 Presence Breaker #3: Intensity Overload. 418 Presence Breaker #4: Unrealistic Audio.418 Presence Breaker #5: Proprioceptive Disconnect. 419 Presence Breaker #6: Lack of Identity.419 Six Presence Builders.420 Presence Builder #1: Hand Presence.420 Presence Builder #2: Social Presence. 420 Presence Builder #3: Familiarity.421 Presence Builder #4: Realistic Audio.421 Presence Builder #5: Proprioceptive Alignment.421 Presence Builder #6: Comedy.422 Encourage Looking Around. 422 XIX
Consider Brownboxing. 423 Different Hardware Enables Different Experiences 424 The Look and Feel of a World Is Defined by Its Aesthetics. 42? Monet Refuses the Operation. 428 The Value of Aesthetics.429 Learning to See. 431 How to Let Aesthetics Guide Your Design.432 How Much Is Enough?.433 Use Audio. 434 Balancing Art and Technology. 434 Other Reading to Consider. 435 Some Games Are Played with Other Players. 437 We Are Not Alone. 438 Why We Play with Others.438 Other Reading to Consider. 442 Other Players Sometimes Form Communities. 443 More than Just Other
Players.444 Ten Tips for Strong Communities. 445 Community Tip #1: Foster Friendships.445 Community Tip #2: Put Conflict at the Heart.448 Community Tip #3: Use Architecture to Shape Your Community.448 Community Tip #4: Create Community Property. 448 Community Tip #5: Let Players Express Themselves. 449 Community Tip #6: Support Three Levels.450
CONTENTS Community Tip #7: Force Players to Depend on Each Other.452 Community Tip #8: Manage Your Community.452 Community Tip #9: Obligation to Others Is Powerful. 453 Community Tip #10: Create Community Events. 453 The Challenge of Griefing.454 The Future of Game Communities. 457 Other Reading to Consider. 457 26 The Designer Usually Works with a Team. 459 The Secret of Successful Teamwork. 460 If You Can't Love the Game, Love the Audience. 462 Designing Together.463 Team Communication. 465 Other Reading to Consider. 469 .27 The Team Sometimes Communicates through Documents.471 The Myth of the Game Design Document.472 The Purpose of Documents.472
Memory.473 Communication.473 Types of Game Documents. 473 Design. 474 Engineering. 475 Art.475 Production.476 Writing. 476 Players. 477 So, Where Do I Start?. 477 Other Reading to Consider. 478 XXI
CONTENTS 28 Good Games Are Created through Playtesting. 475 Playtesting. 480 My Terrible Secret. 481 Playtest Question the First: Why?. 482 Piaytest Question the Second: Who?.483 Playtest Question the Third: When?. 484 Playtest Question the Fourth: Where?. 485 Playtest Question the Fifth: What?. 487 The First What: Things You Know You Are Looking For. 487 The Second What: Things You Don't Know You Are Looking For. 488 Playtest Question the Sixth: How?.488 Should You Even Be There?.488 What Do You Tell Them Up Front?. 489 Where Do You Look?.489 What Other Data Should You Collect During Play?.490 Will I Disturb the Players Midgame?.490 What
Data Will I Collect after the Play Session?. 491 Surveys. 491 Interviews. 492 FFWWDD.493 Other Reading to Consider. 495 29 The Team Builds a Game with Technology. 497 Technology, At Last.498 Foundational vs. Decorational. 499 Mickey's First Cartoon. 500 Abalone.500 Sonic the Hedgehog. 501 Myst. 501 XXll
CONTENTS Journey.502 Ragdoll Physics. 502 The Touch Revolution.503 The Hype Cycle.503 The Innovator's Dilemma. 504 The Law of Divergence. 506 The Singularity.506 Look into Your Crystal Ball.507 Other Reading to Consider. 511 30 Your Game Will Probably Have a Client.513 Who Cares What the Client Thinks?.514 Coping with Bad Suggestions. 515 Not That Rock.516 The Three Layers of Desire.517
Firenze, 1498.517 Other Reading to Consider. 519 31 The Designer Givesthe Client a Pitch.521 Why Me?. 522 A Negotiation of Power. 522 The Hierarchy of Ideas.523 Twelve Tips for a Successful Pitch.523 Pitch Tip #V. Get in the Door.523 Pitch Tip #2: Show You Are Serious. 524 Pitch Tip #3: Be Organized. 525 Pitch Tip #4: Be Passionate!!!!!. 525 Pitch Tip #5: Assume Their Point of View.525 Pitch Tip #6: Design the Pitch. 527 Pitch Tip #7: Know All the Details.527 xxiii
CONTENTS Pitch Tip #8: Exude Confidence. 528 Pitch Tip #9: Be Flexible. 529 Pitch Tip #10: Rehearse.529 Pitch Tip #11: Get Them to Own It.530 Pitch Tip #12: Follow Up. 530 Hey, What about Kickstarter?.531 Other Reading to Consider. 533 32 The Designer and Client Want the Game to Make a Profit.53S Love and Money. 536 Know Your Business Model. 537 Retail. 537 Direct Download. 538 Free-to-Play.539 Know Your Competition. 540 Know Your Audience. 541 Learn the
Language.542 General Game Business Terms. 542 Free-to-Play Business Terms. 542 Know the Top Sellers.544 The Importance of Barriers.544 Other Reading to Consider. 547 33 Games Transform Their Players. 549 How Do Games Change Us?. 550 Can Games Be Good for You?. 550 Emotional Maintenance.550 Connecting.551 Exercise. 551 Education. 551 Giving the Brain What It Wants.552 xxiv
CONTENTS Facts. 553 Problem Solving.553 Systems of Relationships.554 New Insights. 556 Curiosity.556 Creating Teachable Moments. 557 Transformational Games.557 Transformational Tip #1: Define Your Transformation. 558 Transformational Tip #2: Find Great Subject Matter Experts.558 Transformational Tip #3: What Does the Instructor Need?. 558 Transformational Tip #4: Don't Do Too Much.559 Transformational Tip #5: Assess Transformation Appropriately.559 Transformational Tip #6: Choose the Right Venue. 560 Transformational Tip #7: Accept the Realities of the Market.560 Can Games Be Bad for You?.561 Violence. 561
Addiction. 563 Experiences.564 Other Reading to Consider. 565 34 Designers Have Certain Responsibilities. 567 The Danger of Obscurity.568 Being Accountable. 569 Your Hidden Agenda. 570 The Secret Hidden in Plain Sight. 571 The Ring.571 Other Reading to Consider. 572 35 Each Designer Has a Purpose.573 The Deepest Theming.574 xxv
CONTENTS Goodbye. 577 Acknowledgments. 579 Endnotes. 581 Bibliography.595 Index.601 xxvi |
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 | BV046129901 |
classification_rvk | ST 324 AP 15963 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)1120872856 (DE-599)BVBBV046129901 |
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 | 3rd edition |
format | Book |
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id | DE-604.BV046129901 |
illustrated | Illustrated |
indexdate | 2025-01-29T11:03:17Z |
institution | BVB |
isbn | 9781138632059 9781138632097 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-031510302 |
oclc_num | 1120872856 |
open_access_boolean | |
owner | DE-92 DE-355 DE-BY-UBR DE-898 DE-BY-UBR DE-91G DE-BY-TUM DE-19 DE-BY-UBM DE-11 DE-703 DE-739 DE-634 DE-384 DE-Aug4 DE-1102 |
owner_facet | DE-92 DE-355 DE-BY-UBR DE-898 DE-BY-UBR DE-91G DE-BY-TUM DE-19 DE-BY-UBM DE-11 DE-703 DE-739 DE-634 DE-384 DE-Aug4 DE-1102 |
physical | xlii, 610 Seiten Illustrationen, Diagramme |
psigel | UBM-RCC |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
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 Tenth anniversary: The art of game design 3rd edition Boca Raton CRC Press [2020] © 2020 xlii, 610 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Computer games / Design Gestaltung (DE-588)4157139-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Entwurf (DE-588)4121208-3 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=031510302&sequence=000001&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 Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Entwurf (DE-588)4121208-3 gnd |
subject_GND | (DE-588)4157139-3 (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4121208-3 |
title | The art of game design a book of lenses |
title_alt | Tenth anniversary: The art of game design |
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 Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Entwurf (DE-588)4121208-3 gnd |
topic_facet | Computer games / Design Gestaltung Computerspiel Programmierung Entwurf |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031510302&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT schelljesse theartofgamedesignabookoflenses AT schelljesse tenthanniversarytheartofgamedesign |