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_aQA76.76.C672 _bT49 2007 |
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_a794.81526 _222 |
100 | 1 |
_aThompson, Jim, _eauthor. _91061407 |
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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] |
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264 | 4 | _c©2007 | |
300 |
_a192 pages : _billustrations (chiefly colour) ; _c23 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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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 |
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700 | 1 |
_aBerbank-Green, Barnaby. _9248161 |
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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 |
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