000 | 03041cam a2200445 i 4500 | ||
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003 | OCoLC | ||
005 | 20221102222136.0 | ||
008 | 151020s2016 enka b 001 0 eng d | ||
010 | _a 2015954101 | ||
011 | _aMARC Score : 11000(24300) : OK | ||
011 | _aDirect Search Result | ||
020 |
_a147256748X _qpbk. |
||
020 |
_a9781472567482 _qpbk. |
||
035 | _a(ATU)b2590341x | ||
035 | _a(OCoLC)937371551 | ||
040 |
_aCDX _beng _erda _cCDX _dYDXCP _dOCLCO _dOCLCF _dIBI _dOCLCQ _dUAB _dIUL _dYDX _dCHVBK _dOCLCA _dI8M _dTXHLC _dATU |
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050 | 4 | _aGV1469.3 | |
050 | 4 |
_aQA76.76.C672 _bS26 2016 |
|
082 | 0 | 4 |
_a794.81 _223 |
099 | _a794.81 SAL | ||
100 | 1 |
_aSalmond, Michael, _eauthor. _9832893 |
|
245 | 1 | 0 |
_aVideo game design : _bprinciples and practices from the ground up / _cMichael Salmond. |
246 | 3 | 0 | _aPrinciples and practices from the ground up |
264 | 1 |
_aLondon : _bFairchild Books, an imprint of Bloomsbury Publishing Plc, _c[2016] |
|
264 | 4 | _c©2016 | |
300 |
_a270 pages : _billustrations (chiefly colour) ; _c27 cm |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | 0 |
_tIntroduction -- _gPart 1. _tCulture, play, and games : -- _g1. _tSo you want to be a video game designer? -- _g2. _tWorld building -- _g3. _tVideo game analysis -- _gPart 2. _tGame design : -- _g4. _tUnderstanding the motivations for play -- _g5. _tVideo games are event-driven experiences -- _gPart 3. _tSystems and designing worlds : -- _g6. _tPlanning, preparation, and play- testing -- _g7. _tCharacter design -- _g8. _tBringing it all together -- _g9. _tThe engagement engine -- _g10. _tKeeping them playing -- _g11. _tInterface design and audio design -- _g12. _tMonetization, copyright, and intellectual property. |
520 | _a"Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation."--Publisher's website. | ||
650 | 0 |
_aVideo games _xDesign. _9338180 |
|
650 | 0 |
_aComputer games _xDesign _9789087 |
|
650 | 0 |
_aVideo games _xAuthorship. _9338179 |
|
907 |
_a.b2590341x _b06-09-21 _c04-09-18 |
||
942 | _cB | ||
945 |
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999 |
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