Books on Making Deep Games
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Books on Making Deep Games
12 July, 2019
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Our next set of book is dedicated to aspiring game designers willing to make better games and evolve.

Making Deep Games

Making Deep Games is a book that discusses the expressive nature of games, various case studies, and hands-on design exercises. “This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change,” states the description.

Situational Game Design

Situational Design lays out a new methodology for designing and critiquing videogames focused on player experience. “It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player,” states the description. “Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.”

Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

The fourth book discusses cases of hit games like The Last of Us, Journey, and Minecraft to illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book was created for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.

The Pyramid of Game Design: Designing, Producing and Launching Service Games

In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques designers need to deliver fun, profitable games. Using examples of all kinds of games, Lovell shows how game development has evolved and provides game makers with the tools to capitalize.

Becoming a Video Game Artist

Becoming a Video Game Artist can help you make the first steps of making a portfolio, to acing the job interview and beyond. John Pearl discussed different art-related jobs and their responsibilities. It is basically a roadmap in navigating a career in video games by teaching how to make your portfolio shine, what expect once hired, and how to make the best decisions to help flourish your talents and cultivate an exciting career.

Camping and Outdoor Props VOL. 1 by Dekogon is a bundle of high-quality assets and includes all the meshes, maps, materials, Blueprints, and effects created in the Unreal Engine. Each asset was created for realistic AAA quality visuals, style, and budget. Additionally includes RAW files (Obj, Fbx, and Textures) for use in other engines or software.

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