The Art of Game Design
Jesse Schell organizes game design around one hundred "lenses"—perspectives and rules of thumb that designers rely on to solve problems and create engaging experiences. The book introduces the Elemental Tetrad (Mechanics, Story, Aesthetics, Technology) as the four essential elements supporting each other in good games. Winner of Game Developer Magazine's Front Line Award, it defines games as "problem solving activity approached with a playful attitude," focusing on the player experience above all.
13 sections · 37 lessons
Course outline
Designer Foundations
- Designer Self-Knowledge
- Multiple Perspectives
- Experience Over Systems
- Venue & Context
- Designer Foundations
Core Frameworks
- Elemental Tetrad
- Elemental Harmony
- Theme & Resonance
- Core Frameworks
Ideation and Evaluation
- Infinite Inspiration
- Eight Filters
- Risk & Toys
- Ideation and Evaluation
Iteration Practice
- Iteration Loop
- Playtesting Fundamentals
- Playtest Analysis
- Iteration Practice
Player Psychology
- Flow State
- Types of Pleasure
- Intrinsic Motivation
- Novelty & Perception
- Player Psychology
Game Mechanics
- Mechanics Components
- Rules & Emergence
- Game Mechanics
Balance and Systems
- Game Balance
- Choices & Difficulty
- Puzzle Design
- Balance and Systems
Interface and Feel
- Interface Design
- Juiciness
- Interface and Feel
Narrative and Pacing
- Pacing & Interest
- Story in Games
- Indirect Control
- Narrative and Pacing
World Building
- Believable Worlds
- Character Design
- Aesthetics
- World Building
Social Design
- Multiplayer Fundamentals
- Nurturing Communities
- Social Design
Production Reality
- Team Collaboration
- Technology Constraints
- Production Reality
Impact and Ethics
- Transformative Games
- Designer Responsibility
- Your Secret Purpose
- Impact and Ethics