Die Kunst des Game Designs

Bessere Games konzipieren und entwickeln

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Author: Jesse Schell

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 3958452841

Category: Computers

Page: 680

View: 9979

Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können

Art Game Book

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Author: David Rosenberg

Publisher: Editions Assouline

ISBN: 9782759404834

Category: Art

Page: 379

View: 4512

With games, puzzles, quotations, and commentaries, the Art Game Book is an original way to explore 20th century painting, sculpture, architecture, design, video, installation, and photography. Newly updated, with abundant illustrations and a glossary, this extensive book also includes an international guide to museums, websites, fairs and modern art events around the world.

Art games

Die Schachteln der Fluxuskünstler

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Author: Ina Conzen,Staatsgalerie Stuttgart

Publisher: N.A

ISBN: N.A

Category: Art

Page: 164

View: 2116

Betr. u. a. Werke von Olivier Mosset und Dieter Roth.

Creating the Art of the Game

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Author: Matthew Omernick

Publisher: New Riders

ISBN: 9780132705073

Category: Computers

Page: 320

View: 9719

The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.

The Art of Game Worlds

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Author: Dave Morris,Leo Hartas

Publisher: The Ilex Press Ltd

ISBN: 9781904705345

Category: Computer games

Page: 192

View: 8025

"Whether you are a designer looking for creative tips, an artist seeking inspiration or a player with a passion for games, The Art of Game Worlds is an invaluable guide to the creativity on display in games today. Subjects range from purely imaginative vistas of the wildest fantasy and science fiction to the meticulously re-created landscapes and cities of real-life games. Interviews with the artists and game creators give practical and inspirational insights into these fabulous worlds, while concept and production artwork reveals the behind-the scenes work that often goes unnoticed because of the frantic pace of games. Take this opportunity to fully appreciate the talent and ingenuity that goes into making your favourite games breathtakingly beautiful and realistic." -- ILEX.

The Art of Game Design

A book of lenses

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Author: Jesse Schell

Publisher: CRC Press

ISBN: 0123694965

Category: Art

Page: 520

View: 5343

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

The Art of Game Design

A Book of Lenses, Second Edition

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Author: N.A

Publisher: CRC Press

ISBN: 1498759564

Category: Computers

Page: 600

View: 7144

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software enginee

Creating Children's Art Games for Emotional Support

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Author: Vicky Barber

Publisher: Jessica Kingsley Publishers

ISBN: 9780857004093

Category: Education

Page: 144

View: 9373

Game playing is a highly effective way of engaging children and has long been acknowledged as an important means of psychological therapy. This book offers an abundance of fun games that help children to confront personal problems and issues in a light-hearted yet meaningful way. These are games with a difference, as they must be constructed before they can be played. The creation aspect involves collaboration and cooperation within a team, and instils an empowering sense of ownership in the creators. By the time the game is ready to be played, children are confident, thoroughly engaged and ready to explore issues in a supportive environment. Each game has been tried and tested by the author, and is proven to really work. This book is an essential tool for therapists, counsellors, social workers, youth workers and teachers supporting children and young people.

Pixel Art for Game Developers

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Author: Daniel Silber

Publisher: CRC Press

ISBN: 1482252317

Category: Computers

Page: 238

View: 8162

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft. The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development. Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you: Create tilesets to build game environments Understand light and shadow Work efficiently with pixels Use atmospheric and linear perspective Create professional-quality Pixel Art This book has chapters dedicated to theory as well as step-by-step tutorials, both of which describe the process explicitly. Whether you are an artist, programmer, indie developer, or certified public accountant, after reading this book, you'll understand the steps necessary to create production-quality Pixel Art graphics. Praise for the Book: Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It’s frankly shocking that there hasn’t been a resource like this before ... a very timely book. —Chris Totten, George Mason University, Washington, DC, USA

Children and Their Art: Art Education for Elementary and Middle Schools

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Author: Michael Day,Al Hurwitz

Publisher: Cengage Learning

ISBN: 1133421512

Category: Art

Page: 432

View: 2023

A trusted guide and companion for current and future art educators, CHILDREN AND THEIR ART presents a professional approach to teaching art consistent with national standards for student learning. This Ninth Edition is targeted at middle level and elementary schools. The authors are experienced as art teachers in the public schools and have a broad knowledge about school art programs. The Ninth Edition provides updated developments in theory, research and practices, with a strong emphasis on how digital technology provides new ways of teaching art. The most comprehensive textbook available for teaching art education methods, CHILDREN AND THEIR ART covers all aspects of teaching art in the elementary and middle school classroom: the basic principles and goals of art education, the characteristics and needs of children as learners, the core principles of art as a subject--aesthetics, principles of design, art history, new developments in art media and technology. It also covers all aspects of instruction: curriculum planning, sample lessons, suggested readings, and internet resources. Among numerous updates throughout the text, the Ninth Edition features a brand-new chapter on new media in art education with 22 new images. It features the use of digital technology in elementary and middle school classrooms and examples of digital art created by students. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Everything I Shoot Is Art

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Author: Mathias Jansson

Publisher: Lulu.com

ISBN: 1291020500

Category: Art

Page: 172

View: 6296

Everything I Shoot Is Art is a collection of essays and interviews written by Swedish art critic and researcher Mathias Jansson along the last few years, and first published on various online magazines and journals. Their main, though not unique, concern are the various possible connection lines that can be drawn between what we usually call games and what we usually call art, in the constant effort to help finding a broader, more comprehensive definition for the latter. Included are interviews with artists and indie game designers, from Rafael Rozendaal to Pippin Barr. Mathias Jansson is a Swedish art critic and researcher. He writes about New Media Art and Game Art for blogs and magazines such as Gamescenes, Digimag and Next Level. His main body of work consists of a huge corpus of interviews with the pioneers of Game Art, as well as critics, curators and gallery owners operating in the field of Game Art.

Game Development Essentials

Video Game Art

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Author: Todd Gantzler

Publisher: Cengage Learning

ISBN: 9781401840662

Category: Computers

Page: 328

View: 8168

CD-ROM contains: plugins for 3D Studio Max -- 3D files and image files for use with book tutorials -- examples of topics discussed in book.

Books in Motion

Connecting Preschoolers with Books through Art, Games, Movement, Music, Playacting, and Props

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Author: Julie Dietzel-Glair

Publisher: American Library Association

ISBN: 1555708102

Category: Education

Page: 224

View: 9235

Librarians and educators can shake up storytimes, help children stay healthy, and encourage a lifelong love of reading with Dietzel-Glair’s easy-to-use resource. Demonstrating exactly how to use children’s books to engage preschool-age children through movement, it’s loaded with storytimes that will have children standing up tall, balancing as they pretend to walk across a bridge, or even flying around the room like an airplane. Presenting hundreds of ideas, this all-in-one book is divided into six sections: “Art” spotlights titles that are natural hooks for art or craft activities alongside ideas on how to create art just like the character in the story, while an appendix includes art patterns that can be used as coloring sheets; “Games” includes searching games, follow-the-leader games, and guessing games to enhance the books in this section; “Movement” features books that kids can jump, stomp, clap, chomp, waddle, parade, wiggle, and stretch with; “Music” chooses books perfect for activities like shaking a maraca, singing, dancing between the pages, and creating new sound effects; “Playacting” lets kids pretend along with the characters in these books, whether it’s washing their face, swimming with fish, or hunting a lion; “Props” encourages storytime leaders to bring out their puppets, flannelboard pieces, and scarves—these books have enough props for everyone in the program to have a part. Each chapter includes as much instruction as possible for a wide range of motions. Pick and choose the amount of movement that is right for your storytime crowd, or do it all!

The Art of Game Characters

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Author: Leo Hartas

Publisher: Ilex Press

ISBN: N.A

Category: Computer games

Page: 192

View: 749

Computer and video games are the entertainment medium of the 21st century, and game characters like Lara Croft and Mario are now as famous as Mickey Mouse or Homer Simpson. This definitive guide examines the appeal of these iconic characters from the early days of gaming to the present. Interviews with the game designers reveal the sources of inspiration, along with fascinating early designs that show exactly how they went about turning a bright idea into a classic character. Tips and techniques explain what makes a character grab the public's imagination and provide practical ideas for the would-be game artist to hone their own creations. Each subsection takes an indepth look at a type of character and uses examples to discuss how that type is used effectively in games. All game enthusiasts, from amateur to professional, will benefit from this comprehensive and beautifully illustrated volume.

The Prestel art game

creativity, knowledge, fun, imagination ; knowledge is good, imagination is better ; a board game that teaches you about yourself, the other players, and the exciting world of art

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Author: N.A

Publisher: N.A

ISBN: 9783791319452

Category: Games & Activities

Page: N.A

View: 6640

The Domain of Dots

The Solitaire Art Game

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Author: Andrew DeGeorge

Publisher: N.A

ISBN: 9780692785904

Category:

Page: 184

View: 6674

The Domain of Dots is an Art Game that is easy to learn but hard to master. It's a game that will test your creativity and your discipline, but unlike almost any other game, if you "win" this one, you might have a cool piece of "Dot Art" to show the world.

The art of games

nuove frontiere tra gioco e bellezza

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Author: Debora Ferrari,Luca Traini

Publisher: N.A

ISBN: N.A

Category: Art, Modern

Page: 270

View: 7193

Paranoid Pigeon. Game Design, Game Art und Level Design eines 2D-Spiels mit GameMaker Studio

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Author: Johanna Krünes

Publisher: GRIN Verlag

ISBN: 3668515956

Category: Computers

Page: 88

View: 6083

Bachelorarbeit aus dem Jahr 2014 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, Note: 1,0, Hochschule für angewandte Wissenschaften Augsburg, Sprache: Deutsch, Abstract: "Paranoid Pigeon" ist ein Prototyp eines 2D-Reaktionsspiels in illustrativer Stilrichtung. Es bedient sich sowohl klassischen Stilementen des Comicbereichs, als auch stereotypischen Darstellungen des Genres Steampunk. Vom Konzept und Spielprinzip her ist das Projekt bei den klassischen Casual Mobile Games (Arcade) anzusiedeln, weshalb sich die Entwicklung auf Mobile Devices konzentriert. Spiele für Handy oder Tablet sind aus dem Alltag nicht mehr wegzudenken. In einer Gesellschaft, in der sich fast jeder zweite Deutsche mit digitalen Spielen beschäftigt, ist auch die Mobile Games Branche schon längst kein Nischenmarkt mehr. Am Beispiel der hier im Rahmen einer Bachelorarbeit entwickelten Mobile App "Paranoid Pigeon" werden von der ersten Idee bis hin zur finalen Umsetzung die wichtigsten Schritte beleuchtet, welche ein sogenanntes "Casual Game" durchläuft, um spielerischen Mehrwert zu bieten und sich potentiell auf dem Markt etablieren zu können. Dabei wird sowohl auf einige technische Aspekte und Designfragen, als auch auf die Zielgruppe und mögliche Vermarktungsstrategien eingegangen: Was macht ein Mobile Game erfolgreich?