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Game feel : a game designer's guide to virtual sensation / Steve Swink.

By: Material type: TextTextSeries: Morgan Kaufmann game design booksPublication details: Amsterdam ; London : Morgan Kaufmann, c2009.Description: xvii, 358 p. : ill. ; 24 cmISBN:
  • 9780123743282 (pbk.) :
  • 9780123743282 (pbk.) :
Subject(s): DDC classification:
  • 794.81526 SWI
LOC classification:
  • QA76.9.H85 S935 2009
Contents:
1.Defining game feel -- 2.Game feel and human perception -- 3.The game feel model of interactivity -- 4.Mechanics of game feel -- 5.Beyond intuition: metrics for game feel -- 6.Input metrics -- 7.Response metrics -- 8.Context metrics -- 9.Polish metrics -- 10.Metaphor metrics -- 11.Rules metrics -- 12.Asteroids -- 13.Super Mario Brothers -- 14.Bionic Commando -- 15.Super Mario 64 -- 16.Raptor Safari -- 17.Principles of Game Feel -- 18.Games I want to make -- 19.The future of Game Feel.
Summary: 'Game Feel' exposes 'feel' as a hidden language in game design. It brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Long Loan TUS: Midlands, Main Library Athlone General Lending 794.81526 SWI (Browse shelf(Opens below)) 1 Available 207886

Includes index.

Includes bibliographical references and index.

1.Defining game feel -- 2.Game feel and human perception -- 3.The game feel model of interactivity -- 4.Mechanics of game feel -- 5.Beyond intuition: metrics for game feel -- 6.Input metrics -- 7.Response metrics -- 8.Context metrics -- 9.Polish metrics -- 10.Metaphor metrics -- 11.Rules metrics -- 12.Asteroids -- 13.Super Mario Brothers -- 14.Bionic Commando -- 15.Super Mario 64 -- 16.Raptor Safari -- 17.Principles of Game Feel -- 18.Games I want to make -- 19.The future of Game Feel.

'Game Feel' exposes 'feel' as a hidden language in game design. It brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.

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