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BEST Books on GAME DESIGN: The Art of Game Design: A Book of Lenses

“The Art of Game Design: A Book of Lenses” by Jesse Schell is a comprehensive guide to the process of game design, covering a wide range of topics that are relevant to the field.

The Art of Game Design: A Book of Lenses
The Art of Game Design: A Book of Lenses

BOOK SUMMARY

“The Art of Game Design: A Book of Lenses” by Jesse Schell is a comprehensive guide to the process of game design, providing a set of “lenses” or frameworks through which to view and analyze game design.

The book covers a wide range of topics, including mechanics, dynamics, aesthetics, player psychology, and more, with the goal of helping designers create more engaging and meaningful games. The book discusses the importance of considering the player experience as a whole, rather than just focusing on individual mechanics or features, and emphasizes the importance of creating a sense of “flow” for players, in which they are fully immersed and engaged in the game. It also explores the motivations and psychology of players, and the role they play in designing games that are satisfying and rewarding. The book also emphasizes the iterative nature of game design, and the importance of testing and refining ideas as they develop. The book is a valuable resource for game designers looking to improve their craft and create more engaging and meaningful games.

Some key topics addressed in the book include:

1. Mechanics:

This refers to the underlying rules and systems that govern the gameplay of a game. The book discusses how to design mechanics that are balanced, engaging, and meaningful for players.

Mechanics refer to the underlying rules and systems that govern the gameplay of a game. They can include things like character abilities, resource management, level design, and more. In “The Art of Game Design: A Book of Lenses,” the book discusses how to design mechanics that are balanced, engaging, and meaningful for players. This means creating mechanics that are fair and don’t give one player an unfair advantage, mechanics that keep players interested and invested in the game, and mechanics that have purpose and contribute to the overall theme and experience of the game.

2. Dynamics:

This refers to the way that different game elements interact and influence each other. The book discusses how to create dynamic systems that are interesting and challenging for players.

Dynamics refer to the way that different game elements interact and influence each other. This can include things like the relationship between different characters or objects in the game, the way that different mechanics or systems interact, or the way that player choices affect the game world. In the book, the author discusses how to create dynamic systems that are interesting and challenging for players. This means designing systems that have depth and complexity, and that offer players a variety of ways to approach challenges or solve problems.

3. Aesthetics:

This refers to the sensory and emotional experience of playing a game. The book discusses how to design games that are visually and audibly appealing, as well as emotionally engaging.

Aesthetics refer to the sensory and emotional experience of playing a game. This can include things like the visual design, the music and sound effects, and the overall mood and atmosphere of the game. In the book, the author discusses how to design games that are visually and audibly appealing, as well as emotionally engaging. This means creating games that are pleasing to look at, that have immersive and fitting audio, and that create an emotional response in the player.

4. Player psychology:

This refers to the way that players think and feel while playing a game. The book discusses how to understand player motivations and use them to design games that are satisfying and rewarding.

Player psychology refers to the way that players think and feel while playing a game. This can include things like player motivation, goals, and the way that players approach challenges or make decisions. In the book, the author discusses how to understand player motivations and use them to design games that are satisfying and rewarding. This means understanding what drives players and what they hope to get out of the game, and designing the game in a way that meets those needs and provides a sense of accomplishment and progress.

5. Narrative:

This refers to the story and characters in a game. The book discusses how to use narrative elements to enhance the player experience.

Narrative refers to the story and characters in a game. This can include things like the plot, character development, dialogue, and other story-related elements. In the book, the author discusses how to use narrative elements to enhance the player experience. This means designing a story that is engaging and relevant to the game, and using characters and dialogue to help immerse the player in the game world.

6. Game worlds:

This refers to the virtual environments in which games take place. The book discusses how to create game worlds that are immersive and believable.

Game worlds refer to the virtual environments in which games take place. This can include things like the physical layout of the world, the objects and characters within it, and the overall look and feel of the game. In the book, the author discusses how to create game worlds that are immersive and believable. This means designing worlds that are visually appealing, that feel believable and realistic, and that provide players with a sense of place and purpose.

7. Gameplay:

This refers to the actual experience of playing a game. The book discusses how to design gameplay that is challenging, engaging, and satisfying for players.

Gameplay refers to the actual experience of playing a game. This can include things like controls, movement, and the overall challenge of the game. In the book, the author discusses how to design gameplay that is challenging, engaging, and satisfying for players. This means designing gameplay that is challenging enough to be engaging, but not so difficult that it becomes frustrating, and designing gameplay that is enjoyable and rewarding for players.

The Author: Jesse Schell

Jesse Schell is a game designer, artist, author, and educator who is known for his work in the field of game design. He is the CEO of Schell Games, a game design and development studio based in Pittsburgh, Pennsylvania, and is also a professor of Entertainment Technology at Carnegie Mellon University. Schell is a leading expert in game design and has written several books on the subject, including “The Art of Game Design: A Book of Lenses” which is widely regarded as a classic in the field. In addition to his work as a game designer, Schell is also a keynote speaker and consultant on topics related to game design and the future of technology.

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