HomeGroupsTalkZeitgeist
Search Site
This site uses cookies to deliver our services, improve performance, for analytics, and (if not signed in) for advertising. By using LibraryThing you acknowledge that you have read and understand our Terms of Service and Privacy Policy. Your use of the site and services is subject to these policies and terms.

Results from Google Books

Click on a thumbnail to go to Google Books.

The Art of Game Design: A Book of Lenses,…
Loading...

The Art of Game Design: A Book of Lenses, Second Edition (edition 2014)

by Jesse Schell (Author), Jesse Schell (Author)

MembersReviewsPopularityAverage ratingMentions
429353,396 (4.31)2
Presents over 100 sets of questions, or different lenses, for viewing a game's design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.… (more)
Member:sullijo
Title:The Art of Game Design: A Book of Lenses, Second Edition
Authors:Jesse Schell (Author)
Other authors:Jesse Schell (Author)
Info:A K Peters/CRC Press (2014), Edition: 2, 600 pages
Collections:Your library, Games
Rating:
Tags:@home, nonfictions, gaming, game design

Work Information

The Art of Game Design: A book of lenses by Jesse Schell

None
Loading...

Sign up for LibraryThing to find out whether you'll like this book.

No current Talk conversations about this book.

» See also 2 mentions

Showing 3 of 3
Last month, I ran across the YouTube channel Extra Credits, and I have become a creature obsessed. Extra Credits is a shining example of quality game discourse: Every episode is well-written, thoughtful, and informed. They've put together a playlist of all their episodes in chronological order, which you can find right here. Sorry in advance for sucking up all your spare time.

In one of their "mailbag" episodes, in which they answer questions sent in by viewers, they recommended a number of books on game design. Now, I'm not interested in becoming a game designer myself, but I am very interested in the game design process, so I decided to write down their suggestions and add them to my TBR list.

First up was Jesse Schell's guide, The Art of Game Design: A Book of Lenses. My library had a digital copy and I forgot to bring a book for my lunch break, so I started reading it almost immediately.

I'm glad that I read The Art of Game Design right after watching so many episodes of Extra Credits, when my enthusiasm was way up. As interesting as I think game design is, this is definitely a book written directly to game designers. Coming at it from a player perspective made the whole thing feel a bit off.

Even so, it was a good read. The whole book is organized well, so the sections that are super back-end, hidden-from-view, gritty details that I didn't care about were easy to skip, and honestly, the "lenses" that Schell highlights throughout the book do a nice job of summarizing each section, making this a book that's easy to come back to for refreshers, or an easy skim if you just want a basic primer on the subject of game design.

If you're interested in game design, The Art of Game Design is well worth your time, even if you only want to flip through and read the summaries of each section. As a player, I learned a lot, and if you're an aspiring or current designer, I'm sure you'll learn even more.

(This review has been cross-posted to my blog.) ( )
  shulera1 | Jul 5, 2016 |
A fantastic text book on designing games. To praise this book properly I would need to sound like an ad. It covers every aspect of game design, from conception to play-testing and revisions, and then goes on to give you pointers on finding an agent, selling and marketing your game. All of it is very involved, and it shows that the author has taught a class in game design over many years. This is basically a textbook for that class, in my mind, and reading this is like going to that class. ( )
  starcat | Aug 11, 2014 |
I'm trying to learn about game design. But I also like to read books that are about creating things that are not screenplays; often they give me fresher insight than screenwriting books do. (As Ram Dass said, "When you know how to listen, everybody is the guru.")

Jesse Schell's ART OF GAME DESIGN: A BOOK OF LENSES presents a hundred ways to look at game design. It's about your process designing a game, seen from a multiplicity of angles. It's incidentally also about making movies, although it pretends not to be. It is also probably about fashion design, although I know nothing about fashion design.

For example, in dealing with dumb feedback, don't agree to the client's changes, or reject them. Instead, try to figure out what problem the client is trying to solve. Schell had a client ask for more chrome on the racing cars in a game. When Schell asked what problem the client was trying to solve, it turned out that the client thought the cars should go faster, but assumed they were going as fast as the game's computer processor could handle. He thought that more chrome would feel faster. Adding chrome probably wouldn't have fixed the problem. Lowering the virtual camera so it was closer to the ground did fix the problem.

Or, the "three layers of desire." What does the client say she wants? What does she think she wants? What does she really want? Your client may say she wants an educational game. But what she really wants is a space game; but she has money from an educational game publisher, so she has to deliver an educational game. That's why she's so hot on the spaceships in your educational game. What she really wants, though, is to become a game designer herself, a desire you must consider as you work with her.

It is really an extraordinarily smart book. ( )
  AlexEpstein | Jun 24, 2011 |
Showing 3 of 3
no reviews | add a review
You must log in to edit Common Knowledge data.
For more help see the Common Knowledge help page.
Canonical title
Original title
Alternative titles
Original publication date
People/Characters
Important places
Important events
Related movies
Awards and honors
Epigraph
Dedication
First words
Quotations
Last words
Disambiguation notice
Publisher's editors
Blurbers
Original language
Canonical DDC/MDS
Canonical LCC

References to this work on external resources.

Wikipedia in English (4)

Presents over 100 sets of questions, or different lenses, for viewing a game's design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.

No library descriptions found.

Book description
Haiku summary

Popular covers

Quick Links

Rating

Average: (4.31)
0.5
1 1
1.5
2
2.5
3 5
3.5
4 15
4.5 1
5 21

Is this you?

Become a LibraryThing Author.

 

About | Contact | Privacy/Terms | Help/FAQs | Blog | Store | APIs | TinyCat | Legacy Libraries | Early Reviewers | Common Knowledge | 188,576,153 books! | Top bar: Always visible