Pattern Language for Game Design
Autor Christopher Barneyen Limba Engleză Paperback – 28 mai 2026
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Specificații
ISBN-13: 9781032824710
ISBN-10: 1032824719
Pagini: 552
Dimensiuni: 174 x 246 mm
Ediția:2. Auflage
Editura: Taylor & Francis Ltd.
ISBN-10: 1032824719
Pagini: 552
Dimensiuni: 174 x 246 mm
Ediția:2. Auflage
Editura: Taylor & Francis Ltd.
Cuprins
Section IIntroduction
Chapter 1 ◾ Introduction 3
Section IIBackground
Chapter 2 ◾ Background on A Pattern Language by Christopher Alexander 21
Chapter 3 ◾ Background on the Use of Pattern Languages in Other Fields 29
Chapter 4 ◾ Background on the Use of Patterns in Game Design 35
Section IIIAn Introduction to Patterns in Game Design
Chapter 5 ◾ An Introduction to Patterns in Game Design 53
Chapter 6 ◾ Common Problems in Proposed Patterns 69
Section IV Pattern Exercises
Chapter 7 ◾ Pattern Exercises 77
Chapter 8 ◾ Basic Pattern Exercise 79
Chapter 9 ◾ Structural Pattern Exercises 89
Chapter 10 ◾ Focused Patterns 147
Chapter 11 ◾ Patterns That Break the Mold 185
Section V The Fifteen Properties
Chapter 12 ◾ Taking a Step Back: What We Have Learned So Far 217
Chapter 13 ◾ The “Fifteen Fundamental Properties of Wholeness” in Game Design 219
Section VIAdvanced Pattern-Generation Exercises
Chapter 14 ◾ Advanced Pattern-Generation Exercises 241
Section VIIBuilding a Language
Chapter 15 ◾ Connecting Patterns into a Language 313
Chapter 16 ◾ Organizing and Maintaining a Pattern Language 333
Chapter 17 ◾ Creating New Pattern Exercises 375
Chapter 18 ◾ Designing with a Pattern Language 379
Chapter 19 ◾ Teaching Yourself or Students with Pattern Languages 385
Chapter 1 ◾ Introduction 3
Section IIBackground
Chapter 2 ◾ Background on A Pattern Language by Christopher Alexander 21
Chapter 3 ◾ Background on the Use of Pattern Languages in Other Fields 29
Chapter 4 ◾ Background on the Use of Patterns in Game Design 35
Section IIIAn Introduction to Patterns in Game Design
Chapter 5 ◾ An Introduction to Patterns in Game Design 53
Chapter 6 ◾ Common Problems in Proposed Patterns 69
Section IV Pattern Exercises
Chapter 7 ◾ Pattern Exercises 77
Chapter 8 ◾ Basic Pattern Exercise 79
Chapter 9 ◾ Structural Pattern Exercises 89
Chapter 10 ◾ Focused Patterns 147
Chapter 11 ◾ Patterns That Break the Mold 185
Section V The Fifteen Properties
Chapter 12 ◾ Taking a Step Back: What We Have Learned So Far 217
Chapter 13 ◾ The “Fifteen Fundamental Properties of Wholeness” in Game Design 219
Section VIAdvanced Pattern-Generation Exercises
Chapter 14 ◾ Advanced Pattern-Generation Exercises 241
Section VIIBuilding a Language
Chapter 15 ◾ Connecting Patterns into a Language 313
Chapter 16 ◾ Organizing and Maintaining a Pattern Language 333
Chapter 17 ◾ Creating New Pattern Exercises 375
Chapter 18 ◾ Designing with a Pattern Language 379
Chapter 19 ◾ Teaching Yourself or Students with Pattern Languages 385
Notă biografică
Christopher Barney is an industry veteran, with over a decade of experience designing and engineering games likePoptropicaand teaching at Northeastern University. He has spoken at conferences including GDC, DevCom, and PAX on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Chris built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, LARP design, board games, and tabletop RPGs. An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.