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 |
c |
orignew |
d |
1 |
e |
ecip |
f |
20 |
g |
y-gencatlg |
942 ## - ADDED ENTRY ELEMENTS |
Source of classification or shelving scheme |
|
Item type |
BOOK |