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Creating Emotion in Games: The Craft and Art of Emotioneering™
book

Creating Emotion in Games: The Craft and Art of Emotioneering™

by David Freeman
October 2003
Beginner to intermediate
576 pages
10h 24m
English
New Riders
Content preview from Creating Emotion in Games: The Craft and Art of Emotioneering™

Chapter 3.2. Chasm

Take a look

at the color painting of a futuristic city with, incongruously, blimps (page 6 in the color section). There's a man on the run.

Hypothetical Game Case Study: Boston Physicist

In this game, we meet the character you play in a brief cinematic set in the present day. You're a scientist with top-secret clearance, researching advanced physics. Your projects, which you pursue in your expansive Boston lab, include work in lucid dreaming, anti-gravity, teleportation, and other cutting-edge research.[1]

Gameplay begins at a futurist convention: You walk through various exhibits about life-extension methodologies, hyper-conductive super-cooled metals, nanotechnologies, and other breakthrough research. You amble up to one exhibit ...

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Publisher Resources

ISBN: 1592730078Purchase book