How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences.
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Originally from Italy but currently based in Singapore, Dr. Roberto Dillon is active both as a developer and as a game design professor.
As a developer, he founded the indie studio Adsumsoft to develop small and original games besides offering consultancy services. His games have been showcased at events like Sense of Wonder Night in Tokyo, FILE Games in Rio de Janeiro and at the Indie Prize Showcase Asia, besides reaching top positions on Apple's AppStore across several countries.
As an academic and educator, Roberto was the Game Design Department Chair at DigiPen Singapore, with several of his students gaining top honors at the IGF both in San Francisco and Shanghai, and is now an Associate Professor lecturing Game Design at JCU Singapore, where he is also the Curator of the 'JCU Museum of Video and Computer Games', the first museum completely dedicated to the preservation of video games in South East Asia.
Roberto is often invited as a speaker at game related conferences (GDC, Game Connection, Casual Connect, Develop, Korea Games Conference etc. ) and wrote different books for AKPeters, CRC Press and Springer: 'On the Way to Fun', where he introduced the 6-11 Framework, a game design methodology now referenced in several university curricula as well as used by game designers in small and big studios alike, 'The Golden Age of Videogames', a history of the gaming industry from its origins till the PlayStation launch, 'HTML5 Game Development from the Ground Up with Construct 2' to introduce aspiring developers to the world of game making and "Ready. A Commodore 64 Retrospective" a technical and historical analysis of the evergreen C64 computer.
Hobbies include early music, chess, martial arts (karate, wing chun, tai chi) and, last but not least, collecting classic video games!
In On the Way to Fun, Roberto Dillon (DigiPen Singapore) provides game designers with a useful tool to understand how to craft an immersive gameplay by engaging players emotionally to deliver an exciting and fun experience. He goes back to the roots of gaming and shows how early games, as well as modern indie productions, captivated generations of players without the need for fancy graphics and effects, relying instead on basic emotions and instincts.
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Paperback. Condition: new. Paperback. How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences. How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In "On the Way to Fun," the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as well as modern indie productions, captivated generations of players even without the need for fancy graphics and effects but by relying on basic emotions and instincts instead. This book will be most beneficial to aspiring and beginning game designers and to anyone who wants a better understanding of human nature and how it relates to the design process of immersive video game experiences. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781568815824
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