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Andrew Rollings and Ernest Adams on Game Design

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A practical handbook for game developers introduces the principles and techniques of computer and video game design, analyzing key gaming elements--including worlds, storytelling, character and user interface design, core mechanics, and balance--discussing the various genres of games and their unique design patterns and creative challenges. Original. (Advanced)

400 pages, Paperback

First published May 11, 2003

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Displaying 1 - 2 of 2 reviews
Profile Image for Roger Tavares.
Author 6 books28 followers
September 23, 2009
Este é um livro de design como os outros deveriam ser: não traz "receitas" ou métodos, de como fazer games.
Ele abre a discussão em 3 frentes: (1) mecânica, (2) narrativa e (3) interatividade, considerada tudo que não é mecânica ou narrativa, como os gráficos, menus, etc.
Profile Image for Jer.
234 reviews10 followers
August 25, 2009
First, I have to say, "I haven't read the entire book." Second, my rating is for MYSELF, not necessarily to knock the book. I started to read the book and it reads well. I think that for those that don't play many games, it does a good job of describing what is out there. Describes lots of categories of games and the features that exist within.

While reading, I started to wonder, "When are they going to get to some insightful game development methods?" I then starting scanning the index and noticed that everything's there... but it's all general summaries. The book really doesn't get too deep, though I suppose it would have to be multiple volumes if it did.

I went onto Amazon and read some other reviews. I liked this one: http://www.amazon.com/review/R24U0W3U...

It's in our studio library, so I'll probably flip through it here and there, but it's not something I'm rushing out to get for my own library. Chances are, if you're 30+ years old gamer and have a wide variety of game tastes, you'll know most of the stuff in here.
Displaying 1 - 2 of 2 reviews

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