PDF Download A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
PDF Download A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
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Product details
Series: Game Design
Paperback: 240 pages
Publisher: Addison-Wesley Professional; 1 edition (March 8, 2014)
Language: English
ISBN-10: 0321886925
ISBN-13: 978-0321886927
Product Dimensions:
9.4 x 0.8 x 9.6 inches
Shipping Weight: 1 pounds (View shipping rates and policies)
Average Customer Review:
4.1 out of 5 stars
6 customer reviews
Amazon Best Sellers Rank:
#899,521 in Books (See Top 100 in Books)
As an amateur game designer, I follow the famous Mark Brown. He’s the go-to game designer for newbies in the subject matter. Anyways, he read and recommends this book. After reading it, I definitely feel I gained new perspectives and a better understanding to game design in general. Now I just need to apply it in real life!
A Game Design Vocabulary is a rare book that bridges detailed, hands-on tools for game design (particularly for the development of game verbs) with high-level conceptual thoughts about video games: what are video games for, who are they for, what are they about?This book is a must-have in the library of every thinking game designer.
Fantastic book. This book feels like it is for games what Understanding Comics by Scott McCloud is for comics. It offers a very high level, holistic examination of a medium & how it works. It's like a peek at the Platonic ideal of "game."
I am still reading it but so far, it's so good. It is to the point, it doesn't rant forever. It doesn't go off track. I think it could be used as a good text book for game design class. One of my favorite books in game design.
Although I have 3 published designs and have worked on dozens of other games, Anna Anthropy’s chapters made me feel like I know nothing about game design. In other words, it was challenging, which is a good thing. The latter part of the book, by Naomi Clark, was a little closer to my experience but still instructional.Requiring Windows to do some of the exercises was a turn-off, especially since I was reading on an iPad.
Although there are some interesting points about game design brought up within; the unfocused and rambling examples of crude and simple games detracts from it's overall intent. I'm 4 chapters in and debating whether it's worth my time to continue reading it.
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