Game Feel (Morgan Kaufmann Game Design Books),New

Game Feel (Morgan Kaufmann Game Design Books),New

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Game Feel' exposes 'feel' as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) no matter the instruments, style or time period these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the metasensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book 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. The associated web site contains a playset with readymade tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

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We ship your order within 2–3 business days for USA deliveries and 5–8 business days for international shipments. Once your package has been dispatched from our warehouse, you'll receive an email confirmation with a tracking number, allowing you to track the status of your delivery.

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To facilitate a smooth return process, a Return Authorization (RA) Number is required for all returns. Returns without a valid RA number will be declined and may incur additional fees. You can request an RA number within 15 days of the original delivery date. For more details, please refer to our Return & Refund Policy page.

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Warranty

We provide a 2-year limited warranty, from the date of purchase for all our products.

If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.

This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).

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Frequently Asked Questions

  • Q: What is the main focus of the book 'Game Feel'? A: The book 'Game Feel' focuses on the concept of 'feel' in game design, exploring how it influences player experience and engagement.
  • Q: Who is the author of 'Game Feel'? A: The author of 'Game Feel' is Steve Swink.
  • Q: When was 'Game Feel' published? A: The book was published on November 19, 2008.
  • Q: What topics are covered in 'Game Feel'? A: Topics covered include the role of sound, perception, metaphor, and a history of 'feel' in games.
  • Q: Is 'Game Feel' suitable for beginners in game design? A: Yes, 'Game Feel' is suitable for beginners as it consolidates theories and provides practical tools for understanding game design.
  • Q: What is the page count of 'Game Feel'? A: The book contains 376 pages.
  • Q: What type of binding does 'Game Feel' have? A: The book is available in paperback binding.
  • Q: Can I use the associated web tools without prior programming knowledge? A: Yes, the web tools provided with 'Game Feel' are designed to allow users to create game feel without needing programming skills.
  • Q: What is the condition of the book when purchased? A: The book is sold in new condition.
  • Q: What edition of 'Game Feel' is available? A: The available edition of 'Game Feel' is the first edition.