The Art of Game Design: A Book of Lenses

The Art of Game Design: A Book of Lenses

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  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-09-07 09:58:17
  • Update Date:2025-09-06
  • Status:finish
  • Author:Jesse Schell
  • ISBN:1138632058
  • Environment:PC/Android/iPhone/iPad/Kindle

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Reviews

Serge

Написано будто для человека, который с играми почти не соприкасается。 Есть несколько интересных мыслей, но все это тонет в океане очевидных вещей。 Они все, правда, разложены по полочкам, что плюс。

Joel Cutter

This book was transformational in my approach to designing video games。 If I could give it six stars, I would。 A thorough examination of what makes a game, what makes it bad, and what makes it good。 I feel like a just did a great disservice by reducing it to that description。 Look, if you are planning on designing a video game, or even just curious about what kind of dark art goes into game design (it's far more detailed than I imagined), buy this book。 You can thank me later。 This book was transformational in my approach to designing video games。 If I could give it six stars, I would。 A thorough examination of what makes a game, what makes it bad, and what makes it good。 I feel like a just did a great disservice by reducing it to that description。 Look, if you are planning on designing a video game, or even just curious about what kind of dark art goes into game design (it's far more detailed than I imagined), buy this book。 You can thank me later。 。。。more

Daniel

Terrific, but challenging read。 Took me quite some time to finish, but many of the chapters are worth reading and go way beyond "gamification" or video games。 This will remain on my "to recommend" list whenever someone really wants to learn about Game Design。 :) Terrific, but challenging read。 Took me quite some time to finish, but many of the chapters are worth reading and go way beyond "gamification" or video games。 This will remain on my "to recommend" list whenever someone really wants to learn about Game Design。 :) 。。。more

Ela

I don't agree with some of the generalisations。 Overall, it is pretty insightful - not just for game design but other areas as well。 I don't agree with some of the generalisations。 Overall, it is pretty insightful - not just for game design but other areas as well。 。。。more

Michael

Книга стоит потраченного на нее времени, особенно если вы хотя бы отдаленно имеете отношение к вселенной игр。 Она приоткрывает завесу тайны о создании игр и дает нам понимание, почему та или иная игра нам нравится или нет。

X-Ray

Game design is related to and can include almost everything in life: e。g。 gameplay mechanics (individual and social physiology), storytelling (e。g。 Jung's archetype and hero's journey), and arts。 I think our souls live in the metaverse, and the game design is the philosophy of life。 Game design is related to and can include almost everything in life: e。g。 gameplay mechanics (individual and social physiology), storytelling (e。g。 Jung's archetype and hero's journey), and arts。 I think our souls live in the metaverse, and the game design is the philosophy of life。 。。。more

Sander Vanhove

This book is a bible for game designers。 It introduces you to all the aspects of game design and gives pointers to places where you can learn about each topic in more detail。 Get it, read it, be a better game designer/person。

Noah Gray

Scripture for anyone interested in game design。 A little dated as it came out in 2008, but the principles are still valuable and relevant

Mythreyi

It starts off interesting。 The structure(lenses) Jesse provides to understand a complex system i。e。 video game is pretty good intro to design。 But then midway through it derails。 It has missed the point so much on gender that I have to wonder what else was over simplified? Few of the quotes that were troubling"There is no female equivalent of a pickup game of touch football。 On the surface, this is strange—girls tend to be more social, so you might expect that games involving large gatherings wo It starts off interesting。 The structure(lenses) Jesse provides to understand a complex system i。e。 video game is pretty good intro to design。 But then midway through it derails。 It has missed the point so much on gender that I have to wonder what else was over simplified? Few of the quotes that were troubling"There is no female equivalent of a pickup game of touch football。 On the surface, this is strange—girls tend to be more social, so you might expect that games involving large gatherings would appeal to them more。 The problem seems to lie in conflict resolution。 When a group of boys play a game and there is a dispute, play stops, there is a (sometimes heated) discussion, and the dispute is resolved。 At times, this involves one boy going home in tears, but despite that, play continues。 When a group of girls play a game and there is a dispute, it is a different story。 Most of the girls will take sides on the dispute, and it generally cannot be resolved right away。 Play stops, and often cannot continue。 Girls will play team sports when they are formally organized, but two informal competing teams put too much stress on their personal relationships to be worth the trouble"???He goes on to generalize saying how men look for mastery, competition, destruction etc in games while women looks for Emotion, Nurturing and real world in games。 ?????????Terrible stereotypes are harmful for women AND men。 The book at best is reductive and at worst is perpetuating dangerous stereotypes。 This book would have been better served as a biography or opinion piece。 It being recommended as a objective text or academic learning, is concerning。 In any other field, this would be not the quality you would set for learning that discipline。 Worries me about ecosystem of videogames , even further。 。。。more

Karen Chung

This book is *long*! It took several hikes and bike rides to get through it with TTS。 But it is *awesome*。 This volume must contain just about everything you could possibly want to know about game design。 It is clearly a labor of deep love。 With the book having taken so long to read through, I can only imagine how much time, thought and energy went into writing it。 Much of what is said applies to all kinds of group projects, not just game design。 Thank you, Jesse Schell, for your chef d'oeuvre。 This book is *long*! It took several hikes and bike rides to get through it with TTS。 But it is *awesome*。 This volume must contain just about everything you could possibly want to know about game design。 It is clearly a labor of deep love。 With the book having taken so long to read through, I can only imagine how much time, thought and energy went into writing it。 Much of what is said applies to all kinds of group projects, not just game design。 Thank you, Jesse Schell, for your chef d'oeuvre。 Highly recommended。 。。。more

Lex Toumbourou

As a person who's recently found themselves for the first time on a team building a game, this book was a godsend。 In 34 chapters, Jesse Schell covers everything one should know about building a game。 It balances nicely between theory (insofar as there is academic literature about game design) and practical advice。 Each chapter is interspersed with practical "lens", which are effectively questions game designers can ask themselves to guide their design process。The book covers all the high-levels As a person who's recently found themselves for the first time on a team building a game, this book was a godsend。 In 34 chapters, Jesse Schell covers everything one should know about building a game。 It balances nicely between theory (insofar as there is academic literature about game design) and practical advice。 Each chapter is interspersed with practical "lens", which are effectively questions game designers can ask themselves to guide their design process。The book covers all the high-levels of game design: refining the core experience; defining and reinforcing themes, working and iterating as a team, understanding player motivation, balancing the game; defining characters, stories and game worlds; building communities; play testing; working with clients and much more。In particular, I got a lot out of the chapters on Game Mechanics (chapters 12 through 14) especially the ideas of emergent gameplay (gameplay strategies that emerge that aren't part of the rules) and the exploration of probability theory as applied to game design。 I also found the chapter on Interest Curves (16) particularly enlighten。I highly recommend this book for anyone interested in learning more about Game Design。 。。。more

Jargo

first book I read about game development and still one of the best。 Highly recommended for beginners。

Bart

Great and insightful book for anyone who is interested in the process of game design

Peter Maurik

Brilliant

Mark Danforth

This is a book about game design。 But in exploring the mechanics of game design design, Schell reveals truths about product development, entrepreneurship, leadership, and life。 There are many books out there about startups and product development, and if you're interested in these topics, then The Art of Game Design should be high on your list。 This is a book about game design。 But in exploring the mechanics of game design design, Schell reveals truths about product development, entrepreneurship, leadership, and life。 There are many books out there about startups and product development, and if you're interested in these topics, then The Art of Game Design should be high on your list。 。。。more

Jaki

Not a definitive resource for all things game design, but an excellent one。 Nor does it pretend to have all the answers -- you may disagree with the conclusions of the author in certain sections, but generally this book will help you ask better questions about your own projects and processes。For someone brand-new to the field of game design, you may want to start with another book, but generally this book has something to offer for beginners and experienced game designers alike。Some chapters are Not a definitive resource for all things game design, but an excellent one。 Nor does it pretend to have all the answers -- you may disagree with the conclusions of the author in certain sections, but generally this book will help you ask better questions about your own projects and processes。For someone brand-new to the field of game design, you may want to start with another book, but generally this book has something to offer for beginners and experienced game designers alike。Some chapters are better than others, and some material feels out of date。I'll come back to update this review with some of my notes later -- don't have them on me right now。 。。。more

Adriii

Me ha encantado, aunque esta pensado para quienes quieren diseñar un juego, realmente es interesantísimo también desde el punto de vista del jugador。 Da un contexto más rico para disfrutar de esto que tanto nos gusta。Habla sobre diseñar un juego, sobre diseñar una experiencia y los elementos esenciales que la definen。 Habla desde la antropología, la etología, la introspección, la psicología。 Habla sobre herramientas para la narrativa, la estética, las dinámicas。 Aunque una revisión en temas de p Me ha encantado, aunque esta pensado para quienes quieren diseñar un juego, realmente es interesantísimo también desde el punto de vista del jugador。 Da un contexto más rico para disfrutar de esto que tanto nos gusta。Habla sobre diseñar un juego, sobre diseñar una experiencia y los elementos esenciales que la definen。 Habla desde la antropología, la etología, la introspección, la psicología。 Habla sobre herramientas para la narrativa, la estética, las dinámicas。 Aunque una revisión en temas de perpetuar ciertos sexismos en el mundo videojueguil le vendría bien, es completísimo y se lee que da gusto。 。。。more

Shayan Kh

Well, I finished this book months ago, I don't remember when。 So I might have forgotten some parts of it, but I can assure you, I will read it again。 This is one of those books that you would like to remember every part of it。 The amazing thing about it is that you don't even have to be a game designer to enjoy it。 This book even has a mini crash course on statistics in the middle。 There is something for everyone in this book。 At the very least, you can use it as somewhat of a psychology book。 I Well, I finished this book months ago, I don't remember when。 So I might have forgotten some parts of it, but I can assure you, I will read it again。 This is one of those books that you would like to remember every part of it。 The amazing thing about it is that you don't even have to be a game designer to enjoy it。 This book even has a mini crash course on statistics in the middle。 There is something for everyone in this book。 At the very least, you can use it as somewhat of a psychology book。 It makes understanding other people ( and even yourself) easier。 。。。more

Brian Gee

So far the most helpful book I've read on game design。 Most of the advice is very practical, but the writing style can also being somewhat philosophical (in a good way)。 It looks at the psychological roots of our appreciation of gaming, and how that connects to game design。 So far the most helpful book I've read on game design。 Most of the advice is very practical, but the writing style can also being somewhat philosophical (in a good way)。 It looks at the psychological roots of our appreciation of gaming, and how that connects to game design。 。。。more

Levon Zakharchenko

Отличная книга со множеством полезных советов。 По сути является Art of game design 2。0

Imp

The approach of this book is fairly unique and the methodology described therein is a very useful and through-and-through practical and empirical way of looking at your game design。A classic, recommended to anyone interested in designing their own video games。

Amirreza Barzegary

It was a very complete book。 This is kind of a bible for game designing and should be read over times so the words be a part of you。

Amanda

Very robust and covers a lot of useful concepts to consider when developing and designing a game。 -1 star for the gender stereotypes that were (in my mind) needlessly included in the book。

Laurence

Good overview of game design, not alot out there on books for it so this is a welcome book on the subject。

Yaroslav Kotyshov

Потрясающая книга。 Не просто библия геймдизайна (хотя, как я понимаю, в индустрии статус книги именно такой), а ещё и сборник советов и рассуждений, касающийся разных жизненных ситуаций: генерации идей, командной работы, взаимоотношений с коллегами и контрагентами и так далее。 Вне зависимости от того, имеете ли вы отношение к игровой индустрии и даже от того, играете ли сами в видеоигры — маст рид。

Michal Domanski

This book is nothing short of amazing。 Regardless of the stage you're currently at in your design process, this book will always have some wisdom for you ready at hand。Now, it's important to clarify what this book is and what it is not。 This book doesn't give you any specific solutions to a particular design problem。 It does give you a comprehensive list of different techniques how you might approach the problem, whenever that problem is of sufficient complexity。 The book also doesn't give you a This book is nothing short of amazing。 Regardless of the stage you're currently at in your design process, this book will always have some wisdom for you ready at hand。Now, it's important to clarify what this book is and what it is not。 This book doesn't give you any specific solutions to a particular design problem。 It does give you a comprehensive list of different techniques how you might approach the problem, whenever that problem is of sufficient complexity。 The book also doesn't give you any in depth analysis on particular topics。 Instead, the book gives you a comprehensive range of so called lenses - different viewpoints which you can take when something is either wrong with your game or doesn't exist yet。 In doctors terms, you can think of those as diagnostic instruments and common symptoms。 Each of those lenses is given some context, so that the information is sufficiently grounded - just enough so that your brain can build a sophisticated mental model you can relate to once you return to a particular lens at a later point of time。One could see this approach as a weakness, I consider this its strength。 This book is pretty much like a hub, or an engine。 It drives your whole process。 You'll use the lenses to identify problems in your game and most likely resort to knowledge from more specific literature to solve those problems (unless they are of more trivial nature)。However, if you're using this book as a supplementary material, it most likely will have limited use to you。 So far, I haven't read any other game design book though which would lend itself so strongly towards being the centrepiece in my knowledge。The second thing this book does really well is its narrative structure。 It covers the whole landscape surrounding a game and gives you a perfectly fitting mental model once you're done reading。 It starts with the root of the player experience and goes all the way to pitching your game idea and working on it as a team。 I'm usually not a big fan of books treating the latter topics as a side dish。 However, since those topics play a critical role in the narrative of the book, while also giving very valuable advice, I consider them a necessity and great addition。The structure comes naturally together and forms an engaging story which keeps filling in the gaps, until you're left with a holistic view of the whole landscape of game design (perfectly correlating with a systemic view of things)。One can tell from this book that the author has a lot of wisdom to share。 He doesn't need to hide behind sophisticated constructions of words, his content speaks for itself。 His writing is sharp and precise while being friendly and inviting。 It fits well into the core point he's trying to bring across: A games purpose is not being the game itself, but enabling you to share an experience you consider dear to your heart with someone else。 It's a communication tool, disappearing from the users attention in its ideal state。At this point, most of you can probably tell I fell in love with this book, and I'm not the only one。 I consider this the most crucial book on game design in my library。 Without this book, I would still fight with my impostor and I would've never passed the threshold of feeling in control within my design process。 Thanks Jesse! I hope many other readers will find as much value in this work as I did! 。。。more

Ignacio

Great book, very comprehensive。 Everything is very well explained and with very good examples that reinforce the points the author makes。 If you are getting intro the game design industry, this should be a must read。

Raughley Nuzzi

This is a remarkable and thorough book of tips and strategies for understanding and designing games。 Some of the chapters read more like listicles than I would like, but overall I found every part of it useful!For context, I read it to prepare for a course I am teaching and there are enormously useful strategies and chapters throughout this entire book。 For anyone interested in game design, I would highly recommend Schell's book。 This is a remarkable and thorough book of tips and strategies for understanding and designing games。 Some of the chapters read more like listicles than I would like, but overall I found every part of it useful!For context, I read it to prepare for a course I am teaching and there are enormously useful strategies and chapters throughout this entire book。 For anyone interested in game design, I would highly recommend Schell's book。 。。。more

ERICdb

A must for any Game Designer。 Its insight is invaluable。

Vladimir Sechkarev

Я начинал читать эту книгу когда-то очень давно, но бросил на середине。 Вернулся, когда оказалось, что за прошедшие годы ее издали на русском – и получилось пристойно。 Перевод есть за что ругать, но не очень хочется。Эта книга – наверное, лучшая вводная для людей, которые хотят делать игры, обладают для этого какими-то хард-навыками (будь то программирование, рисование или что-то подобное), умеют работать с движками, располагают какими-то идеями и осторожно мечтают открыть собственную студию и сд Я начинал читать эту книгу когда-то очень давно, но бросил на середине。 Вернулся, когда оказалось, что за прошедшие годы ее издали на русском – и получилось пристойно。 Перевод есть за что ругать, но не очень хочется。Эта книга – наверное, лучшая вводная для людей, которые хотят делать игры, обладают для этого какими-то хард-навыками (будь то программирование, рисование или что-то подобное), умеют работать с движками, располагают какими-то идеями и осторожно мечтают открыть собственную студию и сделать создание игр своей основной работой。 Таким людям эта книга будет крайне полезна, потому что Джесси Шелл там с порога говорит: если ты хочешь делать игры, бери и делай, никто тебе не запрещает; но хорошему геймдизайнеру очень полезно знать то-то, другое-то, третье-то, пятое, десятое – вот тебе, короче, список из тридцати пяти пунктов。 В одной главе я вкратце расскажу, как считать баланс, в другой – что такое состояние потока и как игра тебя в него вводит, в третьей – как разные игры рассказывают истории и как к ним создаются персонажи, в четвертой – чего от тебя хотят инвесторы и что такое LTV, MAU и Churn Rate, и так далее。 Почти в каждой главе встречаются интересные инсайты, но самое клевое – это призмы: короткие списки вопросов, позволяющие взглянуть на игру под каким-то новым углом。 Мне в игрожуре очень пригождается, я даже приложение со всеми призмами себе на телефон установил。Всего призм сто тринадцать – на все случаи жизни。 Вообще, при всей широте тем, которые в этой книге поднимаются, назвать ее поверхностной язык не поворачивается。 Сколько в ней страниц, тысяча? Две? Очень много。 Хорошая книга, всем советую。 。。。more