{"title":"Brenda Romero","description":null,"products":[{"product_id":"game-balance-9781032034003","title":"Game Balance","description":"\u003cp\u003eWithin the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. \u003c\/p\u003e\u003cp\u003eGame Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers.\u003c\/p\u003e\u003cp\u003eFEATURES\u003c\/p\u003e\u003cul\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eThe first and only book to explore game balance as a topic in depth\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eTopics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eContains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eProvides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation \u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eWritten by award-winning designers with decades of experience in the field\u003c\/li\u003e \u003c\/ul\u003e\u003cp\u003eIan Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training\/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006.\u003c\/p\u003e\u003cp\u003eBrenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the \u003ci\u003eEmpire of Sin\u003c\/i\u003e franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the \u003ci\u003eWizardry \u003c\/i\u003eand \u003ci\u003eJagged Alliance\u003c\/i\u003e series and titles in the Ghost Recon, \u003ci\u003eDungeons \u0026amp; Dragons\u003c\/i\u003e, and Def Jam franchises.\u003c\/p\u003e","brand":"Brenda Romero","offers":[{"title":"Default Title","offer_id":51354369851734,"sku":"9781032034003","price":157.62,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0886\/3206\/6390\/files\/9781032034003.jpg?v=1758261053"},{"product_id":"game-balance-9781498799577","title":"Game Balance","description":"\u003cp\u003eWithin the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. \u003c\/p\u003e\u003cp\u003eGame Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers.\u003c\/p\u003e\u003cp\u003eFEATURES\u003c\/p\u003e\u003cul\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eThe first and only book to explore game balance as a topic in depth\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eTopics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eContains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks\u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eProvides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation \u003c\/li\u003e \u003cp\u003e \u003c\/p\u003e \u003cli\u003eWritten by award-winning designers with decades of experience in the field\u003c\/li\u003e \u003c\/ul\u003e\u003cp\u003eIan Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training\/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006.\u003c\/p\u003e\u003cp\u003eBrenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the \u003ci\u003eEmpire of Sin\u003c\/i\u003e franchise. 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