000 03041cam a2200445 i 4500
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
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
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
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 _a794.81 SAL
_g1
_iA534068B
_j0
_lcmain
_o-
_p$61.83
_q-
_r-
_s-
_t0
_u4
_v3
_w2
_x2
_y.i13616535
_z15-10-18
998 _a(2)b
_a(2)c
_b05-09-18
_cm
_da
_feng
_genk
_h0
999 _c1483618
_d1483618