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The Art of Game Design: A Book of Lenses 1st Edition
There is a newer edition of this item:
- ISBN-100123694965
- ISBN-13978-0123694966
- Edition1st
- PublisherCRC Press
- Publication dateAugust 4, 2008
- LanguageEnglish
- Dimensions7.5 x 1.25 x 9.25 inches
- Print length520 pages
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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
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
- Best Sellers Rank: #433,181 in Books (See Top 100 in Books)
- #82 in Computer & Video Game Design
- #173 in Digital Art
- #201 in Game Programming
- Customer Reviews:
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About the author

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.
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Is your book annoying?
* Does it waste valuable paper and time covering technical details of tools and languages that could easily be looked up on the web, that many readers will already be familiar with, and that will soon be outdated anyway?
* Does it define terms in absolute or sloppy ways that make you think "Actually I don't think that's true in many cases?"
* Does it talk about a lot of important and closely related ideas such as "fun", "play", "toy", and "game" in a way that makes you feel more confused about these terms than when you started, or that the author is more confused about them than when you started?
* Does it go on and on about how the game industry is expanding and how this is the perfect time to be a game designer? Does it go into tedious detail explaining the difference between a 2D and a 3D game, explaining what the "Freemium" business model is, and explaining how you might have to pay for server hosting if you are making a multiplayer game? In short, does it spend a lot of time explaining things that as a reader of this type of book you very likely already know or could easily look up?
* Does it make you feel like the book is more for people who one day thought, "Huh, I've heard of computer games, I wonder what all the buzz is about?"
* Does it have a random collection of interviews with industry giants that have no particular coherence and can only leave you with the feeling that, yeah, I guess everyone does it their own way and some people are just game geniuses, and I'll probably never be one.
* Do you read it for a while and then you step back and think, "You know, this guy is talking a lot about a certain type of game, but these points don't have much relevance to the game I'm working on, or to the specific questions I'm struggling with"?
* Does it say a bunch of useless truisms, like that the best-selling games are the ones that are "addictive"?
* Is there no overall flow to the book? Do you feel like it could have been much shorter and said the same things? Do you feel it could have been organized better? Do you feel it could have used another round of editing before they pressed the Print button?
If you answered yes to some of these questions, your book may be annoying. Consider rewriting it to make it less annoying.
I am pleased to say that, miraculously, this book is NOT annoying on any of the above counts, or in hundreds of other ways that it could easily have been annoying.
In fact, even for someone who thinks they've done a lot of clear-headed thinking about games, this book makes you feel like you're just waking up to the fact that game design is pretty much the ultimate challenge and reward for a certain type of creative mind, that games and play are fundamental, critical parts of what it means to be human, and (best of all) that basically anybody who has the sincere interest, and who can learn to listen well, can reasonably hope to make games that people love.
I mean, within the first few pages the book calls out that the single most important skill a designer can have is the ability to really listen. How great is that?
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.
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.
Top reviews from other countries
Reviewed in Brazil on February 25, 2023
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!
Durch erwähnte Lenses hat man außerdem eine Checkliste bei der Hand, die hilft wenn man bei der Ideenfindung, etc, stecken bleibt. Diese Lenses gibt es auch als Gratis-App für iPhone und Android, also nochmals ein großes Plus.
Auf alle Fälle das Geld wert!
Die Inhalte sind zwar vor allem Grundlagen des Game Design, allerdings sind diese deshalb umso wichtiger in einem jeden Spiel.
Wenn man also schon die Grundlagen in seinen Spielen alle erfüllt, sollte das Spiel schon funktionieren und Spaß machen.
Jesse Schell legt dazu für jede Regel die er aufgestellt hat eine "Linse" an, mit der man den jeweiligen Teil an seinen eigenen Ideen überprüfen kann. Auch gibt er Einblick in seine persönlichen Erfahrungen und beschreibt Fälle, in denen er sich seine "Linsen" zur Hilfe genommen hat.







