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This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience.

Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game.

This fully updated 4th edition includes expanded coverage of new platforms and genres of play, including casual games and games for learning. It expands on agile development processes and includes a host of new perspectives from top industry game designers.

Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

ASIN ‏ : ‎ 1138098779
Publisher ‏ : ‎ A K Peters/CRC Press; 4th edition (August 27, 2018)
Language ‏ : ‎ English
Paperback ‏ : ‎ 522 pages
ISBN-10 ‏ : ‎ 9781138098770
ISBN-13 ‏ : ‎ 978-1138098770
Item Weight ‏ : ‎ 2.51 pounds
Dimensions ‏ : ‎ 5.51 x 0.59 x 8.66 inches

“Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games…. There is no doubt that ‘gamification’ is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles.”
―FROM THE FOREWORD BY KEVIN KRUSE

Games create engagement―the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional’s tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners.

Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process.

The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work.

Follow Karl on his widely-read “Kapp Notes” blog at www.kaplaneduneering.com/kappnotes/

Publisher ‏ : ‎ Pfeiffer; 1st edition (May 1, 2012)
Language ‏ : ‎ English
Hardcover ‏ : ‎ 336 pages
ISBN-10 ‏ : ‎ 1118096347
ISBN-13 ‏ : ‎ 978-1118096345
Item Weight ‏ : ‎ 1.4 pounds
Dimensions ‏ : ‎ 7.2 x 1.4 x 9.3 inches

New York Times bestselling author. Here is a guide for boys and girls to the many amazing builds you can create in Minecraft.

With hundreds of millions of players, Minecraft has taken control of gamers all over the world. With Hacks for Minecrafters: Master Builder, you’ll be able to take back that control! Now you can craft your world exactly how you want it to look, all while discovering the hidden gems of the game.

Updated to add enew function and crafting systems, illusioners, parrots, and building materials like glazed terracotta and concrete, Hacks for Minecrafters: Master Builder, explains how to build the coolest stuff, including an underwater house, a pirate ship, and a fortified castle! Other tips will help gamers:
Find the best locationsChoose their favorite styleLearn how to get started with foundations and wallsBecome landscaping expertsLearn how to decorate their living roomAnd much more!
Packed with expert tips, cheats, and hacks on planning all types of buildings and with more than one hundred screenshots, Hacks for Minecrafters: Master Builder shows exactly how the experts bring their amazing structures to life, from designing realistic roofs and exteriors to planning crenellated castle battlements. Detailed step-by-step illustrated guides will let every kid follow along to build their very own awesome castles, bridges, and farms and add the decor and landscaping details that bring their creations to life.

Publisher ‏ : ‎ Sky Pony; Illustrated edition (January 15, 2019)
Language ‏ : ‎ English
Paperback ‏ : ‎ 128 pages
ISBN-10 ‏ : ‎ 1510738037
ISBN-13 ‏ : ‎ 978-1510738034
Reading age ‏ : ‎ 7 – 12 years
Grade level ‏ : ‎ 3 – 6
Item Weight ‏ : ‎ 8 ounces
Dimensions ‏ : ‎ 5 x 0.4 x 8 inches

The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

ASIN ‏ : ‎ B0052QA5WU
Publisher ‏ : ‎ (May 25, 2011)
Publication date ‏ : ‎ May 25, 2011
Language ‏ : ‎ English
File size ‏ : ‎ 179 KB
Text-to-Speech ‏ : ‎ Enabled
Screen Reader ‏ : ‎ Supported
Enhanced typesetting ‏ : ‎ Enabled
X-Ray ‏ : ‎ Enabled
Word Wise ‏ : ‎ Not Enabled
Sticky notes ‏ : ‎ On Kindle Scribe
Print length ‏ : ‎ 175 pages

There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way.

Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management.

Gamers at Work:Explores the formation of entertainment software companies from the perspectives of successful founders who played the oddsProvides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startupShares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile businessFeatured Entrepreneurs:Trip Hawkins, Electronic Arts (Madden NFL)Nolan Bushnell, Atari (Pong)Wild Bill Stealey, MicroProse Software (Sid Meier’s Civilization)Tony Goodman, Ensemble Studios (Age of Empires)Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II)Tim Cain, Troika Games (Arcanum, Vampire: The Masquerade–Bloodlines)Warren Spector, Junction Point Studios (Disney Epic Mickey)Doug and Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball)John Smedley, Verant Interactive (EverQuest, PlanetSide)Ken Williams, Sierra On-Line (King’s Quest, Leisure Suit Larry)Lorne Lanning, Oddworld Inhabitants (Oddworld)Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls)Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)Christopher Weaver, Bethesda Softworks (The Elder Scrolls)Jason Rubin, Naughty Dog (Crash Bandicoot, Jak and Daxter)Ted Price, Insomniac Games (Spyro, Ratchet & Clank)

Publisher ‏ : ‎ Apress; 1st ed. edition (February 8, 2012)
Language ‏ : ‎ English
Paperback ‏ : ‎ 369 pages
ISBN-10 ‏ : ‎ 1430233516
ISBN-13 ‏ : ‎ 978-1430233510
Item Weight ‏ : ‎ 1.16 pounds
Dimensions ‏ : ‎ 6.02 x 0.81 x 8.86 inches

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back.

The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression.

Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars’ Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Publisher ‏ : ‎ The MIT Press (February 25, 2020)
Language ‏ : ‎ English
Paperback ‏ : ‎ 192 pages
ISBN-10 ‏ : ‎ 0262539764
ISBN-13 ‏ : ‎ 978-0262539760
Item Weight ‏ : ‎ 8.2 ounces
Dimensions ‏ : ‎ 6 x 0.47 x 9 inches

Arm yourself with the practical skills and cutting-edge insights necessary to successfully design captivating games across a variety of genres and platforms

Purchase of the print or Kindle book includes a free PDF eBook

Key FeaturesMaster the skills, processes, and techniques essential for working in a professional settingGrasp the core principles and processes of level design, world building, and storytellingDesign, implement, and refine high-quality features and mechanics for contemporary video gamesBook Description

If you’re in search of a cutting-edge actionable guide to game design, your quest ends here! Immerse yourself in the fundamentals of game design with expert guidance from veterans with decades of game design experience across a variety of genres and platforms.

The second edition of this book remains dedicated to its original goal of helping you master the fundamentals of game design in a practical manner with the addition of some of the latest trends in game design and a whole lot of fresh, real-world examples from games of the current generation. This update brings a new chapter on games as a service, explaining the evolving role of the game designer and diving deeper into the design of games that are meant to be played forever. From conceptualizing a game idea, you’ll gradually move on to devising a design plan and adapting solutions from existing games, exploring the craft of producing original game mechanics, and eliminating anticipated design risks through testing. You’ll then be introduced to level design, interactive storytelling, user experience and accessibility.

By the end of this game design book, you’ll have learned how to wrap up a game ahead of its release date, work through the challenges of designing free-to-play games and games as a service, and significantly improve their quality through iteration, playtesting, and polishing.

What you will learnDefine the scope and structure of a game projectConceptualize a game idea and present it to othersDesign gameplay systems and communicate them clearly and thoroughlyBuild and validate engaging game mechanicsDesign successful games as a service and prepare them for live operationsImprove the quality of a game through playtesting and meticulous polishingWho this book is for

Whether you are a student eager to design your very first game or a game designer looking to expand your skill set, this book will help you master the fundamentals of game design across all stages of game development. With a focus on best practices and a pragmatic approach, Practical Game Design offers insights into the art and craft of game design from two senior game designers, with insider knowledge that even veterans will find valuable. While prior experience with game development is not absolutely necessary, having basic knowledge of popular video games will prove helpful.

Table of ContentsIntroducing the Game Production ProcessPreparing a Game ConceptScoping a Game ProjectCreating Design DocumentationUnderstanding Game MechanicsDesigning Systems and FeaturesMaking PrototypesDesigning Compelling Stories for GamesThe Fundamentals of Level DesignCreating CharactersBalancing Your Content and SystemsBuilding a Great User Interface and User ExperienceMaking Your Games AccessibleMastering Games as a ServiceUnderstanding Monetization TechniquesThe Final 10%

ASIN ‏ : ‎ B0B2WTS7PL
Publisher ‏ : ‎ Packt Publishing; 2nd edition (August 18, 2023)
Publication date ‏ : ‎ August 18, 2023
Language ‏ : ‎ English
File size ‏ : ‎ 22679 KB
Text-to-Speech ‏ : ‎ Enabled
Screen Reader ‏ : ‎ Supported
Enhanced typesetting ‏ : ‎ Enabled
X-Ray ‏ : ‎ Not Enabled
Word Wise ‏ : ‎ Not Enabled
Sticky notes ‏ : ‎ On Kindle Scribe
Print length ‏ : ‎ 446 pages

• Authors are top game designers

• Aspiring game writers and designers must have this complete bible

There are other books about creating video games out there.
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

ASIN ‏ : ‎ 158065066X
Publisher ‏ : ‎ Lone Eagle (January 8, 2008)
Language ‏ : ‎ English
Paperback ‏ : ‎ 272 pages
ISBN-10 ‏ : ‎ 9781580650663
ISBN-13 ‏ : ‎ 978-1580650663
Item Weight ‏ : ‎ 13 ounces
Dimensions ‏ : ‎ 6 x 0.6 x 9 inches

Mobile games are big business, and the landscape is more competitive than ever. With an in-depth focus on the core areas of user retention and predicting customer lifetime value, Game Analytics contains the hands-on SQL queries, R scripts, statistical theory, full-colour Tableau visualizations, and insider tips and tricks you need to succeed as a data analyst, product manager, or user acquisition manager in free-to-play games.

Game Analytics describes in detail how successful game studios make money, collect and query player data, define key performance indicators (KPIs), build dashboards and predictive models of retention and monetization, measure and predict return on ad spend (ROAS), and use statistics to analyze A/B tests designed to improve retention and monetization.

By the end of this book, the reader will understand:The business of mobile games: how they monetize, and what key performance indicators (KPIs) should be measured (and why);How SQL is used to query, clean, and prepare mobile game data for analysis;How to predict customer lifetime value using both retention and monetization curves;The relationship between classical statistics and A/B testing, and how A/B test are used to improve mobile games;ROAS and D7 ROAS targets; and,Why spending money on user acquisition also results in more organic installs.And the reader will be able to:Conduct an A/B test and evaluate the results for statistical significance using SQL or R;Use regression in Tableau to fit retention and spending curves to historical data, and use these curves to predict various KPIs for new players;Model and predict churn with a Markov chain;Build KPI dashboards that are relevant to the mobile games industry;Build diagnostic dashboards to reveal problems with the tutorial;Use the Big Mac Index to optimize pricing in countries around the world; and,Predict LTV and ROAS from early signals.

Publisher ‏ : ‎ Thought Pilots (August 19, 2023)
Language ‏ : ‎ English
Paperback ‏ : ‎ 301 pages
ISBN-10 ‏ : ‎ 0986941824
ISBN-13 ‏ : ‎ 978-0986941825
Item Weight ‏ : ‎ 1.45 pounds
Dimensions ‏ : ‎ 7.5 x 0.68 x 9.25 inches

The official Minecraft: Guide to Farming will teach you about everything from basic crop farming and animal breeding to hostile mob and block farming.

In Survival mode you’re constantly in need of food and other useful items, and true survivors know the importance of setting up their own farming systems.

With insider info and tips from the experts at Mojang, this is the definitive guide to becoming self-sufficient in Minecraft.

Collect all of the official Minecraft books:
Minecraft: The Island
Minecraft: The Crash
Minecraft: The Lost Journals
Minecraft: The Survivors’ Book of Secrets
Minecraft: Exploded Builds: Medieval Fortress
Minecraft: Guide to Exploration
Minecraft: Guide to Creative
Minecraft: Guide to the Nether & the End
Minecraft: Guide to Redstone
Minecraft: Mobestiary
Minecraft: Guide to Enchantments & Potions
Minecraft: Guide to PVP Minigames
Minecraft: Guide to Farming
Minecraft: Let’s Build! Theme Park Adventure
Minecraft for Beginners

From the Publisher

Discover more Minecraft books!

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Publisher ‏ : ‎ Random House Worlds; Illustrated edition (October 9, 2018)
Language ‏ : ‎ English
Hardcover ‏ : ‎ 80 pages
ISBN-10 ‏ : ‎ 1101966424
ISBN-13 ‏ : ‎ 978-1101966426
Reading age ‏ : ‎ 8 – 12 years
Grade level ‏ : ‎ 3 – 7
Item Weight ‏ : ‎ 11.6 ounces
Dimensions ‏ : ‎ 6.05 x 0.56 x 8.54 inches