Item type | Current library | Collection | Call number | Status | Date due | Barcode |
---|---|---|---|---|---|---|
Books | Main library B10 | Computers & Information Technology ( Computer Science ) | 794.80685 L.N.T (Browse shelf(Opens below)) | Available | 00015136 |
Includes bibliographical references and index.
1 The Pyramid --
2 The Base Layer --
3 The Retention Layer --
4 The Core Loop and the Gearbox --
5 The Session and the On-Ramp --
6 The Session: Playtime, the Off-Ramp and Return Hook --
7 The Superfan Layer --
8 What Will People Pay For? --
9 Production-Centric versus Design-Centric --
10 How to Develop a Service Game --
11 How to Prototype and When to Pivot --
12 Production --
13 Managing Creativity --
14 Marketing Your Launch --
15 Metrics --
16 Ethics --
17 The Pyramid of Game Design Afterword
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
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