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Designing Games
A Guide to Engineering Experiences

Rating
425 Ratings by Goodreads
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Format
Paperback, 416 pages
Published
United States, 31 January 2013


Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games' 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website.



Tynan believes that much of what we think of game design grows from the metaphors we use to describe it. He likes to work at finding metaphors that create useful answers instead of deadly assumptions. He also enjoys bacon and prefers Picard to Kirk.



Tynan's game design blog is at tynansylvester.com. He likes talking to people, so go ahead and post a comment or email him at tynan.sylvester@gmail.com.



  • Preface
  • Part One: Engines of Experience
    • Chapter 1: Engines of Experience
  • Part Two: Game Crafting
    • Chapter 2: Elegance
    • Chapter 3: Skill
    • Chapter 4: Narrative
    • Chapter 5: Decisions
    • Chapter 6: Balance
    • Chapter 7: Multiplayer
    • Chapter 8: Motivation and Fulfillment
    • Chapter 9: Interface
    • Chapter 10: The Market
  • Part Three: Process
    • Chapter 11: Planning and Iteration
    • Chapter 12: Knowledge Creation
    • Chapter 13: Dependencies
    • Chapter 14: Authority
    • Chapter 15: Motivation
    • Chapter 16: Complex Decisions
    • Chapter 17: Values
    • Endgame
    • Recommended Books
    • Quiz Answers
    • Sources

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Product Description


Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games' 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website.



Tynan believes that much of what we think of game design grows from the metaphors we use to describe it. He likes to work at finding metaphors that create useful answers instead of deadly assumptions. He also enjoys bacon and prefers Picard to Kirk.



Tynan's game design blog is at tynansylvester.com. He likes talking to people, so go ahead and post a comment or email him at tynan.sylvester@gmail.com.



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Product Details
EAN
9781449337933
ISBN
1449337937
Publisher
Other Information
Illustrated
Dimensions
22.8 x 15.4 x 2.2 centimeters (0.27 kg)

About the Author

Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website. Tynan believes that much of what we think of game design grows from the metaphors we use to describe it. He likes to work at finding metaphors that create useful answers instead of deadly assumptions. He also enjoys bacon and prefers Picard to Kirk.

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