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The Art of Game Design: A Book of Lenses 1st Edition

4.7 4.7 out of 5 stars 227 ratings

There is a newer edition of this item:

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it. * Jesse Schell is a highly recognizable name within the game indu

Editorial Reviews

Review

Winner of a 2008 Game Developer Front Line Award
"This book was clearly designed, not just written, and is an entire course in how to be a game designer. … The book is also intensely practical, giving some of the best advice on how to harness your own subconscious I’ve ever read, as well as short and useful descriptions of probability theory for non-mathematicians, how to diagram interest curves, working with a team, and dozens of other topics. It is simply the best text I’ve seen that really addresses what a designer should know, and then actually gives practical advice about how to gain that knowledge through life experience. It’s a marvelous tour de force and an essential part of anyone’s game design library."
―Noah Falstein, Gamasutra.com from
Game Developer Magazine

"If you're nineteen and have no idea why you adore videogames―you’re just enchanted by them, you can’t help yourself―dude, is this ever the book for you. You are the core demographic for this particular textual experience. Put down the hand-controller, read the book right now. I can promise you that you will grow in moral and intellectual stature. Instead of remaining a twitchy, closeted, joystick geek, like you are now, you will emerge from this patient master-class as a surprisingly broadminded adult who quotes Herman Hesse and appreciates improvisational theater and Impressionist painting. You will no longer kill off parties with your Warcraft fixation. Instead, other people your age will find themselves mysteriously drawn to you ―to your air of quiet sympathy, your contemplative depth. Wise beyond your years, you will look beyond the surface details of shrieking monsters and into the deeper roots of human experience. Schell’s creative approach is full of autarchic frontier self-reliance. Out there on Tomorrowland’s Gameification Frontier, a theorist intellectual has to slaughter his own hogs and parse Aristotle’s Poetics on the back of a shovel. But boy, it sure is roomy over there. It’s a large, free, democratic book. It’s Emersonian in its cheery disorganization. The book's like a barbaric yawp from the top of a Nintendo console.. I'd read it now, before things get out of hand."
―Bruce Sterling, "Beyond the Beyond" blog, Wired.com

"… a good book that teaches the craft of game design in an accessible manner. … The text goes just deep enough to give you practical insight into how the key concepts might be useful without becoming wordy. … If you are looking for a competent introduction to game design, this book is a good place to start."
―Daniel Cook, Gamasutra.com, February 2009

"As indicated by its title, Jesse Schell’s The Art of Game Design: A Book of Lenses uses many different perspectives (the titular lenses), which each prompt their own important questions, ranging from ‘What problems does my game ask the players to solve?’ to ‘What does beauty mean within the context of my game?’ These distinct points are interwoven throughout a step-by-step analysis of the design process that begins with the designer and his or her basic idea, and builds successfully from there. As with Rules of Play, the wealth of information presented by The Art of Game Design may seem daunting at first, but Schell’s agreeable voice eases the reader into a series of invaluable angles we can (and should) use to evaluate what we play."
―1up.com

"Easily the most comprehensive, practical book I’ve ever seen on game design."
―Will Wright, Designer of
The Sims, SimCity, and Spore

"Jesse has lovingly crafted a great resource for both aspiring developers as well as seasoned gaming industry veterans. I highly recommend this book."
―Cliff "CliffyB" Bleszinski, CEO Boss Key and Former Design Director for Epic Games

"Inspiring and practical for both veterans and beginners."
―Bob Bates, Game Designer and Co-Founder of Legend Entertainment

"Jesse Schell’s new book, The Art of Game Design, is a marvelous introduction to game design by a true master of the form. Schell is the rarest of creatures: a gifted teacher who is also a talented and successful current game designer. This book reflects Jesse’s skill at presenting information clearly and coherently, and the knowledge he has acquired as a master game designer.
I have already referenced this book while preparing lectures and classes in the U.S., Germany, and New Zealand, and recommend it as an invaluable aid for anyone interested in game design.
The Art of Game Design is a pitch-perfect blend of valuable knowledge and insights with an informal and compelling presentation.
The sections on harnessing the creative power of the subconscious mind are particularly insightful and delightfully written. It is immediately clear that Jesse Schell not only knows the theory behind what he writes about; he has also put it to use many times and honed his techniques to perfection. A must-read for anyone interested in interactive design, and even the creative process in general."
―Noah Falstein, Chief Game Designer, Google

"The Art of Game Design describes precisely how to build a game the world will love and elegantly crank it through the realities of clients and publishers. It draws wisdom from Disneyland to Michelangelo, gradually assembling a supply of concrete game design rules and subtle psychological tricks that actually work in surprising ways. It is fertilizer for the subconscious: keep a stack of post-it notes nearby to record all the game ideas that will sprout out of your own head while reading."
―Kyle Gabler, Game Designer and Founder of 2D Boy, Makers of
World of Goo

"He embodies a tradition of reconciling diverse disciplines, extending the possibilities of each and creating new theories and opportunities for both industry and academia. Jesse is like the Einstein of Entertainment."
―Mk Haley, Walt Disney Research

"Packed with Jesse’s real-world experience and humorous insight, The Art of Game Design: A Book of Lenses is a tool chest crossed with a kaleidoscope. Both fantastical and practical, methodical and wonder-full, this book and deck will have you looking at and dreaming up games with a fresh vision. Like a chemistry set for making mental explosions, it’s an idea(l) book guiding the design process for both new and seasoned game designers. In short, using Jesse’s book is FUN."
―Heather Kelley, Artist and Game Designer

"The Art of Game Design is one of a handful of books I continuously reference during production. Whether you’re just starting out or looking for ways to approach your design from a fresh perspective, this book is a must for your library."
―Neil Druckmann, Creative Director on
The Last of Us at Naughty Dog

"On games industry desks, books tend to come and go, but they all seem to go on top of Jesse Schell’s The Art of Game Design because that’s the one book that seems to stick around."
―Jason VandenBerghe, Creative Director, Ubisoft

"Ken Rolston, internationally celebrated game designer, recommends Jesse Schell’s The Art of Game Design both for smart people and for people who are learning how to be smart."
―Ken Rolston, Director of Design, Turbine

About the Author

Jesse Schell is professor of entertainment technology for Carnegie Mellon University's Entertainment Technology Center (ETC), a joint master's program between Carnegie Mellon's College of Fine Arts and School of Computer Science, where he teaches game design and leads several research projects. Formerly he was creative director of the Walt Disney Imagineering Virtual Reality Studio. Schell worked as a designer, programmer, and manager on several projects for Disney theme parks and DisneyQuest. Schell received his undergraduate degree from Rensselaer Polytechnic Institute and a master's degree in information networking from Carnegie Mellon. He is also CEO of Schell Games, LLC, an independent game studio in Pittsburgh, and chairman of the International Game Developers Association (IGDA). In 2004 he was named as one of the World's 100 Top Young Innovators by MIT's Technology Review.

Product details

  • Publisher ‏ : ‎ CRC Press; 1st edition (August 4, 2008)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 520 pages
  • ISBN-10 ‏ : ‎ 0123694965
  • ISBN-13 ‏ : ‎ 978-0123694966
  • Item Weight ‏ : ‎ 2.34 pounds
  • Dimensions ‏ : ‎ 7.5 x 1.25 x 9.25 inches
  • Customer Reviews:
    4.7 4.7 out of 5 stars 227 ratings

About the author

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Jesse Schell
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Jesse Schell is the author of the critically acclaimed book "The Art of Game Design: A Book of Lenses," published in 2008. The book captured Game Developer Magazine's coveted "Front Line Award" in 2008. In 2014, he released the second edition of this book. In 2019 the tenth anniversary and third edition of the book was released.

Jesse is also the founder and CEO of Schell Games. Since starting Schell Games in 2002, Jesse has grown it into the largest and most successful game development company in Pennsylvania. Under his leadership, Schell Games has produced an amazing array of innovative, transformational and award-winning entertainment experiences, including the Disney Fairies MMO, Pixie Hollow, Toy Story Mania TV Game and some of the most popular interactive theme park attractions in the world.

Jesse also holds a faculty position as Distinguished Professor at the Entertainment Technology Center (ETC) of Carnegie Mellon University. Since 2006, Professor Schell has taught the Building Virtual Worlds class, created by ETC Co-Founder and "The Last Lecture" author, Randy Pausch.

Prior to starting Schell Games, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as a designer, programmer, and manager on numerous projects for Disney theme parks and DisneyQuest.

He is perhaps most celebrated for his design of Disney's Toontown Online, the first massively multiplayer game for kids. Toontown Online won several awards, including the following:

Computer Gaming World - "2003 MMORPG Game of the Year"

Webby Awards - "2003 People's Voice Award, Kids Category"

Parents' Choice Foundation - "2003 Silver Honor"

Children's Software Review - "2003 All Star Software Award"

WiredKids - "2005 Safe Gaming Award"

2005 Webby Awards - "Webby Worthy Selection Award"

In addition to his award-winning work at The Walt Disney Company, Jesse has achieved numerous accomplishments, including the following:

+ KAPi Pioneer Award in 2019

+ Pioneer in Immersive Reality Award in 2018

+ Pittsburgh Technology Council Tech50 CEO of the Year in 2016

+ Pittsburgh Technology Council 2016 CREATE Selection- Creators of the Year

+ Selected as Pittsburgh Business Times Most Admired CEOs in 2016

+ Named a Smart 50 business leader in 2014

+ Selected as Ernst & Young Entrepreneur Of The Year 2009 Finalist for Upstate NY, Western Pennsylvania, and West Virginia region

+ Named one of the world's Top 100 Young Innovators by MIT's Technology Review (2004)

+ Served as Director and Chairman of the International Game Developers Association (2003-2005)

+ Lead designer of "2001 Thea Award" winner, Pirates of the Caribbean: Battle of the Buccaneer Gold, a virtual reality attraction within Disney's theme park

+ Cut his technical teeth as a Software Engineer for IBM and Bell Communications Research

+ Earned a Master's Degree in Information Networking from Carnegie Mellon University

+ Earned a Bachelor's Degree in Computer Science from Rensselaer Polytechnic Institute (RPI)

To learn more about Jesse, visit his website at http://www.jesseschell.com.

Customer reviews

4.7 out of 5 stars
227 global ratings

Customers say

Customers find the book insightful, packed with wisdom, and inspiration. They describe it as an amazing, interesting, and fun read with great content. Readers praise the writing quality as well-written, clear, and plain.

AI-generated from the text of customer reviews

42 customers mention "Insight"42 positive0 negative

Customers find the book great for getting different perspectives on game design. They say it's packed with wisdom and inspiration. Readers mention the book is filled with interesting ideas and approaches for game development.

"...As a computer scientist myself, I found this "divide-and-conquer" approach familiar, useful and reassuring...." Read more

"...book can be applied to not only game design, but also provide insights that can be applied to other fields as well...." Read more

"...This book is not technical, it doesn't get into the specific details of how a game should be structured or coded...." Read more

"...and what-makes-people-tick perspective, this book provides outstanding insight into why some games work and others should be banished from the face..." Read more

28 customers mention "Readability"28 positive0 negative

Customers find the book amazing, interesting, and fun. They say it has great content and is a great source for people who want to learn. Readers also mention the user experience has to be fun.

"...Still though, this was an an amazing read." Read more

"A well-written and engaging book that, while focused on game design, provides insights far beyond the world of game design and is full of useful..." Read more

"...These must each be right and in sync. The user experience has to be fun. The game gives rise to this experience...." Read more

""The Art of Game Design: A book of lenses" is one of the best walk through books i have ever read in my life...." Read more

19 customers mention "Writing quality"17 positive2 negative

Customers find the writing quality of the book very well-written, simple, and insightful. They say it's stylistically written in an enjoyable and educational way. Readers also mention the author offers a lot of insight, coupled with his own experience in the field.

"A well-written and engaging book that, while focused on game design, provides insights far beyond the world of game design and is full of useful..." Read more

"...The writing is very conversational-- this is not a book on "how to" make games, but more a book on everything to consider before and during..." Read more

"The book is well written and gives a nice grasp of reality to its readers...." Read more

"...No big mouth breaking words that you have to look up in the dictionary in order to understand what they mean...." Read more

3 customers mention "Content depth"3 positive0 negative

Customers find the book very good and insightful. They say it covers every important subject to a game designer.

"The book is very good. It covers a lot of content, being a great source for people who want to learn about game design but doesn't know where to..." Read more

"...Great detail, well written, and covers every important subject to a game designer." Read more

"Very deep and insightful..." Read more

3 customers mention "Ease of use"0 positive3 negative

Customers find the book difficult to use. They mention it lacks quick and easy answers, actionable steps, and programming.

"...book and I was a little dismayed initially that there were no quick and easy answers...." Read more

"...Because of the "wateriness", it's hard to glean actionable steps from this textbook...." Read more

"...Great content, but contains little to no programming." Read more

Top reviews from the United States

Reviewed in the United States on December 3, 2014
If you have looked around, asking game designers for a good foundational book, you'll probably get the Book of Lenses as an answer fairly often. I myself have close to no experience designing games, so I went ahead and bought it. In short, I just CAN'T WAIT to start crafting my own experiences. Because that's the whole point of the book: to teach you to create powerful and meaningful experiences. The author goes in depth about all the key elements you must mind in order to make your game design as consistent and enjoyable as you can, while also keeping the feet firmly on the ground with such topics as publishing, funding, pitch meetings and dev team conditions.
I particularly liked the metaphor of "lenses", which are a collection of questions aimed at evaluating your design from a particular standpoint. This is vital, as the activity of game design can be a daunting endeavor for a beginner, and this lenses aid in breaking it down to manageable tasks. As a computer scientist myself, I found this "divide-and-conquer" approach familiar, useful and reassuring.
Maybe I'm still not experienced enough to detect any serious flaws with the book; but as of right now, I wholeheartedly recommend it to those who have thought of becoming a game designer, but don't know how or where to start. Just be warned, though: the Kindle version is a bit messy when it comes to formatting, as certain paragraphs render out of order, and newlines are missing in certain parts. Still though, this was an an amazing read.
6 people found this helpful
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Reviewed in the United States on December 12, 2012
A well-written and engaging book that, while focused on game design, provides insights far beyond the world of game design and is full of useful advice for anyone designing anything.

The book guides the reader through the entire design process, starting with discussing the designer's ultimate objective (to create an experience); continuing through understanding the elements that comprise games, addressing the needs of players, exploring the fundamental types of game mechanics, developing game worlds; and concluding with how to deal with clients, how to pitch a game, and how games transform their audiences.

Along the way, the author present a series of 100 "lenses" through which designers can focus on specific aspects of their design. Each lens provides a series of questions that help designers stay on track during the course of their design. The author also sells a card set called "A Deck of Lenses" which present these lenses with illustrations [...] The deck of lenses is also available as an smart phone/tablet app [...]
As I noted above, many of the concepts in this book can be applied to not only game design, but also provide insights that can be applied to other fields as well. I'm a big fan of Walt Disney Imagineering, and found that many of the design principles in this book are the same principles used by the Imagineers in the design of Disney theme parks. Based on the author's background (Jesse Schell is a former Imagineer), this wasn't too big a surprise, but I still find the parallels worth noting.

I highly recommend this book to anyone working in the game industry, as well as anyone interested in design in general. You'll be glad you added this book to your library.
8 people found this helpful
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Reviewed in the United States on February 15, 2010
So, I'm not a professional game designer whatsoever, actually I'm on the business/finance end of a small company. I've always had a curiosity with game development, however, and had an idea for a game. I asked a close friend of mine to join me in making this idea become a reality but we weren't sure where we should start. While I have a very basic understanding of programming (from my youth) and how things should be structured (again very basic), we knew we didn't want a technical book - we already had a couple software engineers for that. What we really needed was a resource that would help us avoid some of the typical mistakes/pitfalls that novice designers tend to make. What would be even better is to find a book that would give us the tools and perspective from a philosophical vantage as well as explain 'why'.

The Art of Game Design: A book of lenses is exactly what we needed.

This book is not technical, it doesn't get into the specific details of how a game should be structured or coded. Rather it explains the different facets of the design process and how they fit together, starting with the Designer and the experience the Designer creates. From there it flows into what makes a great game, such as what should the interface include, how about including puzzles, interest curves, transmedia worlds to name just a few.

The final few chapters deal with the management and financial pieces of the game development process, which was also very interesting to learn about. I think the parts that I enjoyed most were the ones about the psychology of game playing and what the player feels during gameplay. This is really what gaming is all about, how you feel and what the experience is while you're playing and even after you've completed the game.

Overall, this is a very complete book and I would recommend it to everyone who wants to really understand the process of designing games. It was funny, after reading the book, many of the principles explained can not only be applied to game design but to other real world situations and interactions with others.

And just to say it, I very rarely give five stars but this book deserves each one.
One person found this helpful
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Top reviews from other countries

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Tainá Freitas
5.0 out of 5 stars Book in great conditions
Reviewed in Brazil on February 25, 2023
It's even autographed by the author! This makes it better than buying a new one.
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Tainá Freitas
5.0 out of 5 stars Book in great conditions
Reviewed in Brazil on February 25, 2023
It's even autographed by the author! This makes it better than buying a new one.
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Maxime Blanchette
5.0 out of 5 stars The best book about game design
Reviewed in Canada on October 8, 2014
Super book! It is like talking about the art of game design with someone in front of you. If you have an idea of game in mind, this book will help you to work, improve and maybe transform your idea into games.

I read some other books about boardgame design and so far, this one is the best. A+
One person found this helpful
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Toni
5.0 out of 5 stars Un libro necesario
Reviewed in Spain on April 19, 2016
Para cualquiera que quiera aprender diseño de videojuegos, este libro es uno de los imprescindibles. Por cierto, probablemente quieras echar un vistazo a la segunda edición antes de comprar esta.
Müller
5.0 out of 5 stars Empfohlen von Experten
Reviewed in Germany on February 1, 2015
Ich habe das Buch gekauft, weil es bei einem Votrag von einem Game Design Experten der Carnegie Mellon University empfohlen wurde. Das Buch ist also ernst zu nehmen. Ich habe es bisher zu ca. 1/4 gelesen und finde es gut geschrieben, flüssig zu lesen. Es ist durch seinen flüssigen Stil auch als Freizeitlektüre geeignet.

Gleichzeitig bringt Schell seine Leser dazu, recht fundamental darüber nachzudenken, was es bedeutet, ein Spiel zu designen. Die Stärke des Buches ist es (zumindest in den Kapiteln bisher), zu formalisieren, weshalb einem etwas gefällt, weshalb etwas gut ist. Hier wird der Begriff der Experience ins Zentrum gestellt. Viele Teile sind eigentlich für alle Software-Entwickler interessant, denen User Experience wichtig ist. Wann höre ich auf meine Nutzer? Wann höre ich auf mich? Wie kann ich meine eigene Erfahrung beim Spielen zur Entwicklung heranziehen, wann nicht? Diese Entscheidungen versucht er durch Fragen-Gruppen, so genannte "Lenses" zu vereinfachen.

Dieses Buch sagt mir also nicht, welches Framework ich nutzen soll, und ob Unity oder Unreal die bessere Basis für mein Game ist. Es setzt fundamentaler an: Was soll die Nutzererfahrung sein? Wie unterstütze ich die Nutzererfahrung?

Viel Spaß beim Lesen!
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Enrico Colombini
5.0 out of 5 stars Altamente consigliato
Reviewed in Italy on January 4, 2015
Non è (o non è solo) un libro 'tecnico' per i game designer, ma una lettura essenziale per progettare opere destinate a un pubblico (es. giochi, testi, video) in modo che risultino gradevoli e di soddisfazione.
Un validissimo incrocio tra esperienza, know-how, psicologia e pratica.