Andrew Rollings and Ernest Adams on game design / Andrew Rollings, Ernest Adams.
Material type: TextPublisher: Indianapolis, Ind. : New Riders, [2003]Copyright date: ©2003Edition: First editionDescription: xxvi, 621 pages : illustrations ; 24 cmContent type:- text
- unmediated
- volume
- 1592730019
- 9781592730018
- On game design
- 794.81536 22
- QA76.76.C672 R64 2003
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.81536 ROL (Browse shelf(Opens below)) | 1 | Available | A402064B |
Browsing City Campus shelves, Shelving location: City Campus Main Collection Close shelf browser (Hides shelf browser)
794.81536 MAC Games, design and play : a detailed approach to iterative game design / | 794.81536 MAC Games, design and play : a detailed approach to iterative game design / | 794.81536 PAL Physics for game programmers / | 794.81536 ROL Andrew Rollings and Ernest Adams on game design / | 794.81536 SCH The art of game design : a book of lenses / | 794.81536 TOD Game design : from blue sky to green light / | 794.816 MOR Game art : the graphic art of computer games / |
Includes bibliographical references (pages 589-593) and index.
Pt. I. The Elements of Game Design -- Ch. 1. What Is Game Design? -- Ch. 2. Game Concepts -- Ch. 3. Game Settings and Worlds -- Ch. 4. Storytelling and Narrative -- Ch. 5. Character Development -- Ch. 6. Creating the User Experience -- Ch. 7. Gameplay -- Ch. 8. The Internal Economy of Games and Game Balancing -- Pt. II. The Genres of Games -- Ch. 9. Action Games -- Ch. 10. Strategy Games -- Ch. 11. Role-Playing Games -- Ch. 12. Sports Games -- Ch. 13. Vehicle Simulations -- Ch. 14. Construction and Management Simulations -- Ch. 15. Adventure Games -- Ch. 16. Artificial Life, Puzzle Games, and Other Games -- Ch. 17. Online Games -- Ch. 18. The Future of Gaming.
"Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows you not only what issues you will need to address in your design, but how to think about games and gameplay. After reading this book, you will have the tools you need to both design many kinds of games and create a professional-quality game design document."--BOOK JACKET.
Machine converted from AACR2 source record.
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