The pyramid of game design : (Record no. 47555)

000 -LEADER
fixed length control field 05156cam a22003738i 4500
001 - CONTROL NUMBER
control field 20231363
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20230309154727.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 171226s2018 flu b 001 0 eng
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2017061432
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781138298897 (pbk. : alk. paper)
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Description conventions rda
Transcribing agency DLC
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title eng.
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number HD9993.E452
Item number L68 2018
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.80685
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Preferred name for the person Lovell, Nicholas,
Dates associated with a name 1972-
Relator term author.
245 14 - TITLE STATEMENT
Title The pyramid of game design :
Remainder of title designing, producing and launching service games /
Statement of responsibility, etc Nicholas Lovell.
263 ## - PROJECTED PUBLICATION DATE
Projected publication date 1807
264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc Boca Raton :
Name of publisher, distributor, etc Taylor & Francis, CRC Press,
Date of publication, distribution, etc [2018]
300 ## - PHYSICAL DESCRIPTION
Extent xiii, 325 pages :
Other physical details illustrations ;
Dimensions 24cm
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term unmediated
Media type code n
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term volume
Carrier type code nc
Source rdacarrier
500 ## - GENERAL NOTE
General note Author(s) Bio<br/><br/>Nicholas Lovell has been working with game companies making service games since 2008. He has worked on large franchises such as Angry Birds, consulted on taking PC games like EVE Online free, helped take existing intellectual properties into a F2P service model (Stronghold Kingdoms) and helped small startups with their online MMOs (e.g. Lazarus). Along the way, clients have included a vast array of companies ranging from the largest (Square Enix, Bandai Namco, Rovio) to tiny startups like Spilt Milk Studios and nDreams and companies throughout Europe, the US and Canada.<br/><br/>Nicholas is the author of The Curve (Portfolio Penguin), a book about how to make money in the digital age and The F2P Toolbox (Gamesbrief). He has been writing about F2P game design since 2008 at www.gamesbrief.com.<br/><br/>Prior to 2008, Nicholas was CFO of Internet startup Shopsmart, CEO of PC gaming community GameShadow and, for a decade, an investment banker.<br/><br/>Nicholas lives in London.<br/>
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index.
505 ## - CONTENTS
Formatted contents note Table of Contents<br/><br/>Author<br/><br/>Chapter 1 ◾ The Pyramid<br/><br/>Chapter 2 ◾ The Base Layer<br/><br/>Chapter 3 ◾ The Retention Layer<br/><br/>Chapter 4 ◾ The Core Loop and the Gearbox<br/><br/>Chapter 5 ◾ The Session and the On-Ramp<br/><br/>Chapter 6 ◾ The Session: Playtime, the Off-Ramp and Return Hook<br/><br/>Chapter 7 ◾ The Superfan Layer<br/><br/>Chapter 8 ◾ What Will People Pay For?<br/><br/>Chapter 9 ◾ Production-Centric versus Design-Centric<br/><br/>Chapter 10 ◾ How to Develop a Service Game<br/><br/>Chapter 11 ◾ How to Prototype and When to Pivot<br/><br/>Chapter 12 ◾ Production<br/><br/>Chapter 13 ◾ Managing Creativity<br/><br/>Chapter 14 ◾ Marketing Your Launch<br/><br/>Chapter 15 ◾ Metrics<br/><br/>Chapter 16 ◾ Ethics<br/><br/>Chapter 17 ◾ The Pyramid of Game Design Afterword 279<br/><br/>ACKNOWLEDGEMENTS<br/><br/>GLOSSARY<br/><br/>ENDNOTES<br/><br/>BIBLIOGRAPHY<br/><br/>SOFTOGRAPHY<br/><br/>INDEX<br/><br/><br/><br/>Basics of Game Design<br/>
520 ## - SUMMARY, ETC.
Summary, etc Summary<br/><br/>Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers.<br/><br/>In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it.<br/><br/> Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.<br/><br/> Design the player Session to keep players playing while being respectful of their time.<br/><br/> Accept that there are few fixed rules: just trade-offs with consequences.<br/><br/> Adopt Agile and Lean techniques to "learn what you need you learn" quickly<br/><br/> Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.<br/><br/> Adapt your marketing techniques to the reality of the service game era<br/><br/> Consider the ethics of game design in a rapidly changing world.<br/><br/>Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.<br/><br/> <br/><br/>Key Features<br/>Harness the Base, Retention and Superfan Layers to create a powerful Core Loop.<br/><br/>Design the player Session to keep players playing while being respectful of their time.<br/><br/>Accept that there are few fixed rules: just trade-offs with consequences.<br/><br/>Adopt Agile and Lean techniques to "learn what you need you learn" quickly.<br/><br/>Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games.<br/><br/>Adapt your marketing techniques to the reality of the service game era.<br/><br/>Consider the ethics of game design in a rapidly changing world.<br/>
526 ## - STUDY PROGRAM INFORMATION NOTE
-- 700-799
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games industry.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games.
906 ## - LOCAL DATA ELEMENT F, LDF (RLIN)
a 7
b cbc
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e ecip
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942 ## - ADDED ENTRY ELEMENTS
Source of classification or shelving scheme
Item type BOOK
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent Location Current Location Shelving location Date acquired Cost, normal purchase price Inventory number Full call number Barcode Date last seen Price effective from Item type
          COLLEGE LIBRARY COLLEGE LIBRARY SUBJECT REFERENCE 2019-09-02 5459.00 49706 794.80685 L943 2019 CITU-CL-49706 2019-10-23 2019-09-02 BOOK