Pattern Language for Game Design
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Product details:
- Edition number 2
- Publisher CRC Press
- Date of Publication 9 July 2026
- ISBN 9781032824710
- Binding Paperback
- No. of pages552 pages
- Size 246x174 mm
- Language English
- Illustrations 189 Illustrations, black & white; 187 Halftones, black & white; 2 Line drawings, black & white; 14 Tables, black & white 0
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Short description:
This book builds on the revolutionary work of architect Christopher Alexander to show how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design.
MoreLong description:
Christopher Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the successes and failures of the games they know and love to uncover the deep patterns that underlie good design.
Key Features:
• Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes.
• A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks.
• The properties of great patterns and common pitfalls in the pattern creation process.
• A guide for connecting your patterns into a unified design language.
• Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). This website also contains a comprehensive reference to all games referenced in this book.
This new edition includes: revised Pattern Template enhanced to record additional aspects of patterns, a robust set of twenty new mechanics-focused pattern exercises with examples, QR codes and links to the Pattern Library website show the detailed work used to produce each example pattern, a framework for decomposing game mechanics for the application of design patterns, a system for diagramming related sets of patterns and the design problems they address, and the application of Playable Concepts as rhetorical proofs for Design Patterns.
Visit the Pattern Library Website at patternlanguageforgamedesign.com
Table of Contents:
Section I - Introduction, Chapter 1 - Introduction, Section II - Background, Chapter2 - Alexandrian Patterns, Chapter 3 - Other Fields, Chapter 4 - Game Design, Section III - An Introduction to Patterns in Game Design, Chapter 5 - Example Pattern, Chapter 6 - Pattern Template, Chapter 7 - Pattern Library, Chapter 8 - Teaching Yourself or Students with Pattern Languages, Section IV - Introductory Pattern Exercises, Chapter 9 - Intro to Exercises, Chapter 10 - Problems, Chapter 11 - Basic Pattern Exercise, Chapter 12 - Structural Exercises (2-8), Chapter 13 - Focused Patterns (9-12), Chapter 14 - Patterns That Break the Mold (13-15), Section V - The Fifteen Properties, Chapter 15 - Taking a Step Back, Chapter 16 - Fifteen Fundamental Properties of Wholeness , Section VI - Advanced Pattern Generation Exercises, Chapter 17 - Advanced Pattern-Generation Exercises (16-24), Section VII - Patterns for Game Mechanics, Chapter 18 - Atomic Theory of Game Mechanics (25-33), Section VIII - How Our Patterns Relate to Ourselves and the World, Chapter 19 - Implications of Patterns as a Design Framework, Section IX - Advanced Patterns for Game Mechanics, Chapter 20 - Patterns on the Consequences of Mechanics, Section X - Building a Language, Chapter 21 - Integrating Patterns from Other Sources, Chapter 22 - Connecting Patterns into a Language, Chapter 23 - Organizing and Maintaining a Pattern Language, Chapter 24 - Creating New Pattern Exercises, Chapter 25 - Exercise for Extracting Patterns from Written Analysis, Chapter 26 - Extracting Patterns from Designer Experience, Chapter 27 - Designing with a Pattern Language, Afterword, References
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