語系:
繁體中文
English
日文
簡体中文
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Game feel[electronic resource] :a ga...
~
Swink, Steve.
Game feel[electronic resource] :a game designer's guide to virtual sensation /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
794.8/1526
書名/作者:
Game feel : a game designer's guide to virtual sensation // Steve Swink.
作者:
Swink, Steve.
出版者:
Amsterdam ; : Morgan Kaufmann Publishers/Elsevier,, c2009.
面頁冊數:
1 online resource (xvii, 358 p.) : : ill.
標題:
Computer games - Programming.
標題:
Computer games - Design.
標題:
Human-computer interaction.
標題:
Jeux d'ordinateur - Programmation.
標題:
GAMES - Video & Electronic.
ISBN:
9780123743282
ISBN:
0123743281
ISBN:
9780080921754 (electronic bk.)
ISBN:
0080921752 (electronic bk.)
書目註:
Includes bibliographical references and index.
內容註:
Why Feel, Why Now?; The Grand Scheme of Game Design; Games that don't Feature Virtual Sensation; What is Feel?; Where Does Feel Exist?; Genres: the Ugly Legacy; Foundation for Classification; Virtual Sensitivity; Constraints Define Sensation; The Role of Sound; Ancillary Indicators; The Importance of Metaphor; How People Perceive Things; A New Taxonomy of Feel in Games; A Brief History of Feel in Games; Existing Game Metrics; How to Measure Feel; Four Metrics for Feel; Exercises; Feel the Future; Where Can Feel Go?
摘要、提要註:
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers.
電子資源:
http://www.sciencedirect.com/science/book/9780123743282
Game feel[electronic resource] :a game designer's guide to virtual sensation /
Swink, Steve.
Game feel
a game designer's guide to virtual sensation /[electronic resource] :Steve Swink. - Amsterdam ;Morgan Kaufmann Publishers/Elsevier,c2009. - 1 online resource (xvii, 358 p.) :ill.
Includes bibliographical references and index.
Why Feel, Why Now?; The Grand Scheme of Game Design; Games that don't Feature Virtual Sensation; What is Feel?; Where Does Feel Exist?; Genres: the Ugly Legacy; Foundation for Classification; Virtual Sensitivity; Constraints Define Sensation; The Role of Sound; Ancillary Indicators; The Importance of Metaphor; How People Perceive Things; A New Taxonomy of Feel in Games; A Brief History of Feel in Games; Existing Game Metrics; How to Measure Feel; Four Metrics for Feel; Exercises; Feel the Future; Where Can Feel Go?
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers.
ISBN: 9780123743282
Source: 148779:148928Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
403441
Computer games
--Programming.Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: QA76.9.H85 / S934 2009
Dewey Class. No.: 794.8/1526
Game feel[electronic resource] :a game designer's guide to virtual sensation /
LDR
:04192cam 2200421Ia 4500
001
352929
003
OCoLC
005
20111122085826.0
006
m d
007
cr cn|||||||||
008
120110s2009 ne a ob 001 0 eng d
019
$a
316220025
$a
316604784
$a
646774823
$a
712980735
020
$a
9780123743282
020
$a
0123743281
020
$a
9780080921754 (electronic bk.)
020
$a
0080921752 (electronic bk.)
029
1
$a
NZ1
$b
13445297
029
1
$a
AU@
$b
000044594877
035
$a
(OCoLC)499056227
$z
(OCoLC)316220025
$z
(OCoLC)316604784
$z
(OCoLC)646774823
$z
(OCoLC)712980735
035
$a
ocn499056227
037
$a
148779:148928
$b
Elsevier Science & Technology
$n
http://www.sciencedirect.com
040
$a
OPELS
$b
eng
$c
OPELS
$d
CDX
$d
OCLCQ
$d
N$T
$d
OSU
$d
YDXCP
$d
E7B
$d
MHW
$d
OCLCQ
049
$a
TEFA
050
4
$a
QA76.9.H85
$b
S934 2009
072
7
$a
GAM
$x
013000
$2
bisacsh
082
0 4
$a
794.8/1526
$2
22
100
1
$a
Swink, Steve.
$3
444085
245
1 0
$a
Game feel
$h
[electronic resource] :
$b
a game designer's guide to virtual sensation /
$c
Steve Swink.
260
$a
Amsterdam ;
$a
Boston :
$b
Morgan Kaufmann Publishers/Elsevier,
$c
c2009.
300
$a
1 online resource (xvii, 358 p.) :
$b
ill.
504
$a
Includes bibliographical references and index.
505
0
$a
Why Feel, Why Now?; The Grand Scheme of Game Design; Games that don't Feature Virtual Sensation; What is Feel?; Where Does Feel Exist?; Genres: the Ugly Legacy; Foundation for Classification; Virtual Sensitivity; Constraints Define Sensation; The Role of Sound; Ancillary Indicators; The Importance of Metaphor; How People Perceive Things; A New Taxonomy of Feel in Games; A Brief History of Feel in Games; Existing Game Metrics; How to Measure Feel; Four Metrics for Feel; Exercises; Feel the Future; Where Can Feel Go?
520
$a
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described. *Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples *Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle *Website includes a fully playable interactive playset with ready-made tools for game designers.
588
$a
Description based on print version record.
650
0
$a
Computer games
$x
Programming.
$3
403441
650
0
$a
Computer games
$x
Design.
$3
403485
650
0
$a
Human-computer interaction.
$3
337819
650
6
$a
Jeux d'ordinateur
$x
Programmation.
$3
405531
650
7
$a
GAMES
$x
Video & Electronic.
$2
bisacsh
$3
443412
655
4
$a
Electronic books.
$2
local
$3
336502
776
0 8
$i
Print version:
$a
Swink, Steve.
$t
Game feel.
$d
Amsterdam ; Boston : Morgan Kaufmann Publishers/Elsevier, c2009
$z
0123743281
$z
9780123743282
$w
(DLC) 2008035742
$w
(OCoLC)229025891
856
4 0
$3
ScienceDirect
$u
http://www.sciencedirect.com/science/book/9780123743282
938
$a
Coutts Information Services
$b
COUT
$n
15337538
$c
44.95 USD
938
$a
YBP Library Services
$b
YANK
$n
2914146
938
$a
ebrary
$b
EBRY
$n
ebr10258928
994
$a
C0
$b
TEF
筆 0 讀者評論
多媒體
多媒體檔案
http://www.sciencedirect.com/science/book/9780123743282
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入