MARC details
000 -LEADER |
fixed length control field |
04942cam a2200373Mi 4500 |
001 - CONTROL NUMBER |
control field |
u156455 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
SIRSI |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240916205700.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
140320t20142014njua 001 0 eng |
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
LC control number |
2013956696 |
040 ## - CATALOGING SOURCE |
Original cataloging agency |
AU@ |
Language of cataloging |
eng |
Transcribing agency |
AU@ |
Description conventions |
rda |
Modifying agency |
OCLCO |
-- |
O2D |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9780321886927 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
0321886925 |
035 ## - SYSTEM CONTROL NUMBER |
System control number |
(OCoLC)876426194 |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.8 |
Edition information |
23 |
092 ## - LOCALLY ASSIGNED DEWEY CALL NUMBER (OCLC) |
Classification number |
794.8 |
Item number |
An628g |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Anthropy, Anna, |
Relator term |
author. |
245 12 - TITLE STATEMENT |
Title |
A game design vocabulary : |
Remainder of title |
exploring the foundational principles behind good game design / |
Statement of responsibility, etc. |
Anna Anthropy, Naomi Clark. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
Place of production, publication, distribution, manufacture |
Upper Saddle River, NJ |
Name of producer, publisher, distributor, manufacturer |
Pearson Education, |
Date of production, publication, distribution, manufacture, or copyright notice |
c2014. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
Date of production, publication, distribution, manufacture, or copyright notice |
|
300 ## - PHYSICAL DESCRIPTION |
Extent |
xv, 211 pages : |
Other physical details |
illustrations (some color) ; |
Dimensions |
23cm. |
336 ## - CONTENT TYPE |
Content type term |
text |
Content type code |
txt |
Source |
rdacontent |
337 ## - MEDIA TYPE |
Media type term |
unmediated |
Media type code |
n |
Source |
rdamedia |
338 ## - CARRIER TYPE |
Carrier type term |
volume |
Carrier type code |
nc |
Source |
rdacarrier |
500 ## - GENERAL NOTE |
General note |
Includes index. |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Machine generated contents note: pt. I Elements of Vocabulary / Anna Anthropy -- 1.Language -- Signs Versus Design -- Failures of Language -- A Voice Needs Words -- A Beginning -- 2.Verbs and Objects -- Rules -- Creating Choices -- Explaining with Context -- Objects -- The Physical Layer -- Character Development -- Elegance -- Real Talk -- Review -- Discussion Activities -- Group Activity -- 3.Scenes -- Rules in Scenes -- Shaping and Pacing -- Layering Objects -- Moments of Inversion -- Chance -- Real Talk -- Review -- Discussion Activities -- Group Activity -- 4.Context -- First Impressions -- Recurring Motifs -- Character Design -- Animation -- Scene Composition -- Camera -- Sound -- Real Talk -- Review -- Discussion Activities -- Group Activity -- pt. II Conversations / Naomi Clark -- 5.Creating Dialogue -- Players -- Creating Conversation -- Iterating to Fun and Beyond -- Your Conversation -- 6.Resistance -- Push and Pull -- Flow -- Alternatives to Flow -- Opening Up Space -- |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Contents note continued: Opening Up Purpose -- The Pull of Rewards -- Time and Punishment -- Scoring and Reflection -- Review -- Discussion Activities -- Group Activity -- 7.Storytelling -- Pattern Recognition -- Authored Stories -- Interpreted Stories -- Open Stories -- Review -- Discussion Activities -- Group Activity -- A.Further Playing -- Achievement Unlocked (John Cooney, 2008) -- American Dream (Stephen Lavelle, Terry Cavanagh, Tom Morgan-Jones, and Jasper Byrne, 2011) -- Analogue: A Hate Story (Christine Love, 2012) -- The Banner Saga (Stoic, 2014) -- Candy Box (aniwey, 2013) -- Consensual Torture Simulator (Merritt Kopas, 2013) -- Corrypt (Michael Brough, 2012) -- Crypt of the Necrodancer (Ryan Clark, 2013) -- Dwarf Fortress (Tarn Adams, 2006) -- English Country Tune (Stephen Lavelle, 2011) -- Even Cowgirls Bleed (Christine Love, 2013) -- Gone Home (The Fullbright Company, 2013) -- Mighty Jill Off (Anna Anthropy, 2008) -- NetHack (NetHack Dev Team, 1987) -- |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Contents note continued: Papers, Please (Lucas Pope, 2013) -- Persist (AdventureIslands, 2013) -- QWOP (Bennett Foddy, 2008) and CIRP (Bennett Foddy, 2011) -- Spelunky (Derek Yu, 2008) -- Triple Town (Spry Fox, 2011). |
520 ## - SUMMARY, ETC. |
Summary, etc. |
Master the Principles and Vocabulary of Game Design. Why aren't videogames getting better? Why does it feel like we're playing the same games, over and over again? Why aren't games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need-whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level. * Liberate yourself from stale cliches and genres * Tell great stories: go way beyond cutscenes and text dumps * Control the crucial relationships between game "verbs" and "objects" * Wield the full power of development, conflict, climax, and resolution * Shape scenes, pacing, and player choices * Deepen context via art, animation, music, and sound * Help players discover, understand, engage, and "talk back" to you * Effectively use resistance and difficulty: the "push and pull" of games * Design holistically: integrate visuals, audio, and controls * Communicate a design vision everyone can understand. - back cover. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Video games |
General subdivision |
Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Video games |
General subdivision |
Social aspects. |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Clark, Naomi, |
Relator term |
author. |
949 ## - LOCAL PROCESSING INFORMATION (OCLC) |
a |
\ |
c |
c. 1 |
x |
PRINT |
p |
34.99 |
999 ## - SYSTEM CONTROL NUMBERS (KOHA) |
-- |
DEWEY |
-- |
51994001694084 |
-- |
4/5/2017 |
-- |
7/3/2023 |
-- |
4 |
-- |
CIRCSTACKS |
-- |
LRC |
-- |
1 |
-- |
$34.99 |
-- |
Y |
-- |
Y |
-- |
BOOK |
-- |
7/1/2014 |
-- |
PRINT |