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010 _a 2006100240
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035 _a(ATU)b11199817
035 _a(OCoLC)76898076
040 _aDLC
_beng
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_dDEBBG
_dOCLCQ
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050 0 0 _aQA76.76.C672
_bT49 2007
082 0 0 _a794.81526
_222
100 1 _aThompson, Jim,
_eauthor.
_91061407
245 1 0 _aGame design course :
_bprinciples, practice, and techniques--the ultimate guide for the aspiring game designer /
_cJim Thompson, Barnaby Berbank-Green, Nic Cusworth.
264 1 _aHoboken, N.J. :
_bWiley,
_c[2007]
264 4 _c©2007
300 _a192 pages :
_billustrations (chiefly colour) ;
_c23 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _a"A Quarto book"--T.p. verso.
504 _aIncludes bibliographical references (pages 184-185) and index.
505 0 0 _g1.
_tDesign theory --
_tHistory --
_tNon-digital games --
_tShoot-'em-ups --
_tFirst-person shooter --
_tPlatform games --
_tStrategy games --
_tPuzzle games --
_tGame structure types --
_tCase studies : game structure --
_tSingle-player v. multiplayer --
_tCase studies : multiplayer/single-player --
_tPlatform-specific design --
_tRealism and abstraction --
_t2D and 3D games --
_tCase study : 2D and 3D games --
_tFirst person v. third person --
_tReal world to gameworld --
_tStorytelling in games --
_tCut scenes --
_tMotivation and objectives --
_tPlayers' roles --
_tDifficulty curves --
_tGame design catchwords --
_g2.
_tDesign process --
_tStarting the design process --
_tDesign inspirations --
_tResearch and development --
_tGathering material --
_tGame concept --
_tCharacter concepts --
_tEnvironment concept --
_tCommunication and writing --
_tDetailed design specifications --
_tLevel design --
_tUser interaction design --
_tGames editors --
_tGame physics --
_tDigital modeling --
_tDigital modeling applications --
_t3D modeling methods --
_tProps and set-dressing --
_tTexturing --
_tBuilding a character --
_tMusic and audio design --
_g3.
_tDesign production --
_tThe production process --
_tProduction realities --
_tTools of the trade --
_tPrototyping --
_tPitching ideas --
_tBedroom coders --
_tWhere to from here?
520 _a"Practical, complete coverage of game design basics from design process to production ; ; This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. ; ; Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design."--Publisher description.
588 _aMachine converted from AACR2 source record.
650 0 _aComputer games
_xProgramming
_9328390
700 1 _aBerbank-Green, Barnaby.
_9248161
700 1 _aCusworth, Nic,
_eauthor.
_91061409
856 4 2 _3Contributor biographical information
_uhttp://catdir.loc.gov/catdir/enhancements/fy0740/2006100240-b.html
907 _a.b11199817
_b10-06-19
_c27-10-15
942 _cB
945 _a794.81526 THO
_g1
_iA429490B
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_lcmain
_o-
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998 _a(2)b
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999 _c1173724
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