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THE PYRAMID OF GAME DESIGN
Título:
THE PYRAMID OF GAME DESIGN
Subtítulo:
Autor:
LOVELL, N
Editorial:
CRC PRESS
Año de edición:
2018
ISBN:
978-1-138-29889-7
Páginas:
2019
53,50 €

 

Sinopsis

Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.

In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it.

Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.
Design the player Session to keep players playing while being respectful of their time.
Accept that there are few fixed rules: just trade-offs with consequences.
Adopt Agile and Lean techniques to ´learn what you need you learn´ quickly
Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.
Adapt your marketing techniques to the reality of the service game era
Consider the ethics of game design in a rapidly changing world.
Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.

Key Features

Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.
Design the player Session to keep players playing while being respectful of their time.
Accept that there are few fixed rules: just trade-offs with consequences.
Adopt Agile and Lean techniques to ´learn what you need you learn´ quickly.
Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.
Adapt your marketing techniques to the reality of the service game era.
Consider the ethics of game design in a rapidly changing world.



Table of Contents
Author

Chapter 1 ? The Pyramid

Chapter 2 ? The Base Layer

Chapter 3 ? The Retention Layer

Chapter 4 ? The Core Loop and the Gearbox

Chapter 5 ? The Session and the On-Ramp

Chapter 6 ? The Session: Playtime, the Off-Ramp and Return Hook

Chapter 7 ? The Superfan Layer

Chapter 8 ? What Will People Pay For?

Chapter 9 ? Production-Centric versus Design-Centric

Chapter 10 ? How to Develop a Service Game

Chapter 11 ? How to Prototype and When to Pivot

Chapter 12 ? Production

Chapter 13 ? Managing Creativity

Chapter 14 ? Marketing Your Launch

Chapter 15 ? Metrics

Chapter 16 ? Ethics

Chapter 17 ? The Pyramid of Game Design Afterword 279

ACKNOWLEDGEMENTS

GLOSSARY

ENDNOTES

BIBLIOGRAPHY

SOFTOGRAPHY

INDEX