Picture 1 of 11











Gallery
Picture 1 of 11











Have one to sell?
Games, Design and Play A Detailed Approach to Iterative Game Design Macklin
US $25.00
ApproximatelyS$ 32.01
or Best Offer
Condition:
“This is a pre-owned item; it has been read but is in very good condition and looks new. There is no ”... Read moreabout condition
Very Good
A book that has been read but is in excellent condition. No obvious damage to the cover, with the dust jacket included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear.
Oops! Looks like we're having trouble connecting to our server.
Refresh your browser window to try again.
Shipping:
US $11.00 (approx S$ 14.08) USPS Ground Advantage®.
Located in: Mogadore, Ohio, United States
Save on combined shipping
Delivery:
Estimated between Thu, 17 Jul and Mon, 21 Jul to 94104
Returns:
30 days return. Buyer pays for return shipping. If you use an eBay shipping label, it will be deducted from your refund amount.
Coverage:
Read item description or contact seller for details. See all detailsSee all details on coverage
(Not eligible for eBay purchase protection programmes)
Seller assumes all responsibility for this listing.
eBay item number:226651606991
Item specifics
- Condition
- Very Good
- Seller Notes
- Unit Type
- Unit
- Release Year
- 2016
- Book Title
- Games, Design and Play: A Detailed Approach to Iterative Game ...
- Unit Quantity
- 1
- ISBN
- 9780134392073
About this product
Product Identifiers
Publisher
Addison Wesley Professional
ISBN-10
0134392078
ISBN-13
9780134392073
eBay Product ID (ePID)
215982628
Product Key Features
Number of Pages
288 Pages
Publication Name
Games, Design and Play : a Detailed Approach to Iterative Game Design
Language
English
Subject
Programming / Games
Publication Year
2016
Type
Textbook
Subject Area
Computers
Series
Game Design Ser.
Format
Trade Paperback
Dimensions
Item Height
0.7 in
Item Weight
18.6 Oz
Item Length
9 in
Item Width
6.9 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2016-938039
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.8/1536
Table Of Content
Part IConcepts 1Games, Design and Play 2Basic Game Design Tools 3The Kinds of Play 4The Player Experience Part IIProcess 5The Iterative Game Design Process 6Design Values 7Game Design Documentation 8Collaboration and Teamwork Part IIIPractice 9Conceptualizing Your Game 10Prototyping Your Game 11Playtesting Your Game 12Evaluating Your Game 13Moving from Design to Production Works Cited Glossary Index
Synopsis
This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-colour examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realised design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your "videogame," creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering "tools" such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game's design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualising designs Using prototypes to realise and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!, The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your "videogame," creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone , and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering "tools" such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game's design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them, The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your "videogame," creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering "tools" such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game's design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!, The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your "videogame," creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone , and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering "tools" such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game's design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
LC Classification Number
GV1230
Item description from the seller
Seller feedback (1,613)
- i***e (149)- Feedback left by buyer.Past monthVerified purchaseAs described, packaged well, prompt shipping, thank you!
- 4***g (1)- Feedback left by buyer.Past monthVerified purchaseThe item was packed carefully and shipped quickly. Great transaction. Ron
- a***o (2354)- Feedback left by buyer.Past monthVerified purchaseVery nice