Clockwork Game Design

Clockwork Game Design PDF Author: Keith Burgun
Publisher: CRC Press
ISBN: 1040256473
Category : Computers
Languages : en
Pages : 152

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Book Description
By finding and building around a strong core mechanism, we can access new levels of elegance and discover fresh new ideas in our game designs. Clockwork Game Design is a functional and directly applicable theory for game design, particularly focusing on strategic and tactical games, but also more broadly applicable to many kinds of games. It details the Clockwork Game Design pattern, which focuses on building around a fundamental core functionality. You can then use this understanding to build a system of tools that helps a designer refine their rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while also adding elements that support it. The Second Edition is filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a helpful tool in the toolbox of game designers. Key Features: A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations

Clockwork Game Design

Clockwork Game Design PDF Author: Keith Burgun
Publisher: CRC Press
ISBN: 1040256473
Category : Computers
Languages : en
Pages : 152

Get Book Here

Book Description
By finding and building around a strong core mechanism, we can access new levels of elegance and discover fresh new ideas in our game designs. Clockwork Game Design is a functional and directly applicable theory for game design, particularly focusing on strategic and tactical games, but also more broadly applicable to many kinds of games. It details the Clockwork Game Design pattern, which focuses on building around a fundamental core functionality. You can then use this understanding to build a system of tools that helps a designer refine their rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while also adding elements that support it. The Second Edition is filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a helpful tool in the toolbox of game designers. Key Features: A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations

Clockwork Game

Clockwork Game PDF Author: Jane Irwin
Publisher:
ISBN: 9780974311029
Category : Comics & Graphic Novels
Languages : en
Pages : 0

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Book Description
In 1769, the court of Empress Maria Theresia witnessed one of that era's most amazing feats of engineering: a machine that could play chess. Artfully constructed by a Hungarian nobleman named Wolfgang von Kempelen, the chess-machine played a unique game against each opponent, far surpassing the abilities of all its fellow automata. Throughout its eighty-five year career, audiences across Europe and the Americas flocked to see the mechanical marvel seemingly capable of human intelligence; Napoleon, Charles Babbage, and Benjamin Franklin were among its challengers, and Edgar Allen Poe wrote an essay attempting to explain how it worked. Despite its demise over a hundred fifty years ago, its mystery continues to fascinate, and its audience's reaction to its Orientalist trappings casts fresh light on our present sense of the 'exotic'. Written and Illustrated by Jane Irwin, author of the Vögelein graphic novels, Clockwork Game retells the true story of the world's first chess-playing automaton, blending reality and fiction into a singular graphic novel.

Clockwork

Clockwork PDF Author: Mike Michalowicz
Publisher: Penguin
ISBN: 0525534024
Category : Business & Economics
Languages : en
Pages : 274

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Book Description
Do you worry that your business will collapse without your constant presence? Are you sacrificing your family, friendships, and freedom to keep your business alive? What if instead your business could run itself, freeing you to do what you love when you want, while it continues to grow and turn a profit? It’s possible. And it's easier than you think. If you're like most entrepreneurs, you started your business so you could be your own boss, make the money you deserve, and live life on your own terms. In reality, you're bogged down in the daily grind, constantly putting out fires, answering an endless stream of questions, and continually hunting for cash. Now, Mike Michalowicz, the author of Profit First and other small-business bestsellers, offers a straightforward step-by-step path out of this dilemma. In Clockwork, he draws on more than six years of research and real life examples to explain his simple approach to making your business ultra-efficient. Among other powerful strategies, you will discover how to: Make your employees act like owners: Free yourself from micromanaging by using a simple technique to empower your people to make smart decisions without you. Pinpoint your business's most important function: Unleash incredible efficiency by identifying and focusing everyone on the one function that is most crucial to your business. Know what to fix next: Most entrepreneurs try to fix every inefficiency at once and end up fixing nothing. Use the "weakest link in the chain" method to find the one fix that will add the most value now. Whether you have a staff of one, one hundred, or somewhere in between, whether you're a new entrepreneur or have been overworked and overstressed for years, Clockwork is your path to finally making your business work for you.

Game Design Theory

Game Design Theory PDF Author: Keith Burgun
Publisher: CRC Press
ISBN: 1466554215
Category : Computers
Languages : en
Pages : 187

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Book Description
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.

Conjuror's Game

Conjuror's Game PDF Author: Catherine Fisher
Publisher: Random House
ISBN: 1448119936
Category : Juvenile Fiction
Languages : en
Pages : 109

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Book Description
Alick is fascinated by Luke Ferris - the Conjuror! Where does he get his strange powers of healing? Why has he got six fingers? What is his connection with the sinister goings-on at the Mere in Halcombe Great Wood? Then Alick follows the Conjuror to the secret chamber under the hillside. There he discovers the ancient game of Fidchell and accidentally removes a key piece in the game - unleashing dark and terrifying forces on to the world.

Video Game Spaces

Video Game Spaces PDF Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315

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Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Unlimited Replays

Unlimited Replays PDF Author: William Gibbons
Publisher: Oxford University Press
ISBN: 0190265272
Category : Music
Languages : en
Pages : 209

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Book Description
Classical music is everywhere in video games. Works by composers like Bach and Mozart fill the soundtracks of games ranging from arcade classics, to indie titles, to major franchises like BioShock, Civilization, and Fallout. Children can learn about classical works and their histories from interactive iPad games. World-renowned classical orchestras frequently perform concerts of game music to sold-out audiences. But what do such combinations of art and entertainment reveal about the cultural value we place on these media? Can classical music ever be video game music, and can game music ever be classical? Delving into the shifting and often contradictory cultural definitions that emerge when classical music meets video games, Unlimited Replays offers a new perspective on the possibilities and challenges of trying to distinguish between art and pop culture in contemporary society.

Augmented Reality Games I

Augmented Reality Games I PDF Author: Vladimir Geroimenko
Publisher: Springer
ISBN: 3030156168
Category : Computers
Languages : en
Pages : 260

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Book Description
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Clockwork Asylum

Clockwork Asylum PDF Author: Jak Koke
Publisher: Ace Books
ISBN: 9780451456205
Category : Fantasy fiction
Languages : en
Pages : 0

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Book Description


The Lost Book of the White

The Lost Book of the White PDF Author: Cassandra Clare
Publisher: Margaret K. McElderry Books
ISBN: 1481495127
Category : Young Adult Fiction
Languages : en
Pages : 400

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Book Description
From #1 New York Times bestselling authors Cassandra Clare and Wesley Chu comes the second book in the Eldest Curses series and a thrilling new adventure for High Warlock Magnus Bane and Alec Lightwood, for whom a death-defying mission into the heart of evil is not just a job, it’s also a romantic getaway. The Lost Book of the White is a Shadowhunters novel. Life is good for Magnus Bane and Alec Lightwood. They’re living together in a fabulous loft, their warlock son, Max, has started learning to walk, and the streets of New York are peaceful and quiet—as peaceful and quiet as they ever are, anyway. Until the night that two old acquaintances break into Magnus’s apartment and steal the powerful Book of the White. Now Magnus and Alec will have to drop everything to get it back. They need to follow the thieves to Shanghai, they need to call some backup to accompany them, and they need a babysitter. Also, someone has stabbed Magnus with a strange magical weapon and the wound is glowing, so they have that to worry about too. Fortunately, their backup consists of Clary, Jace, Isabelle, and newly minted Shadowhunter Simon. In Shanghai, they learn that a much darker threat awaits them. Magnus’s magic is growing unstable, and if they can’t stop the demons flooding into the city, they might have to follow them all the way back to the source—the realm of the dead. Can they stop the threat to the world? Will they make it back home before their kid completely wears out Alec’s mom?