000 | 03471cam a2200481 i 4500 | ||
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003 | OCoLC | ||
005 | 20221102231228.0 | ||
008 | 160405s2016 maua b 001 0 eng d | ||
010 | _a 2016938039 | ||
011 | _aDirect search result | ||
011 | _aMARC Score : 11450(24400) : OK | ||
020 |
_a0134392078 _qpaperback |
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020 |
_a9780134392073 _qpaperback |
||
035 | _a(ATU)b26457404 | ||
035 | _a(OCoLC)953686144 | ||
037 |
_bPrentice Hall, C/O Pearson Education Order Dept 135 S Mount Zion rd, Lebanon, IN, USA, 46052 _nSAN 200-2175 |
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040 |
_aNLGGC _beng _erda _cDLC _dNLGGC _dYDXCP _dSISPL _dCDN _dOCLCF _dYDX _dSFR _dI8M _dYT1 _dOCLCO _dOCLCQ _dDLC _dUKWOH _dFYM _dICV _dAU@ _dUKMGB _dATU |
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042 | _alccopycat | ||
050 | 0 | 0 |
_aGV1469.3 _b.M33 2016 |
082 | 0 | 4 |
_a794.81536 _223 |
099 | _a794.81536 MAC | ||
100 | 1 |
_aMacklin, Colleen, _eauthor. _9946783 |
|
245 | 1 | 0 |
_aGames, design and play : _ba detailed approach to iterative game design / _cColleen Macklin, John Sharp. |
246 | 3 | 0 | _aDetailed approach to iterative game design |
250 | _aFirst edition. | ||
264 | 1 |
_aBoston, MA : _bAddison-Wesley, _c[2016] |
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264 | 4 | _c©2016 | |
300 |
_axviii, 266 pages : _billustrations ; _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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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aPart I. Concepts -- Games, design and play -- Basic game design tools -- The kinds of play -- The player experience -- Part II. Process -- The iterative game design process -- Design values -- Game design documentation -- Collaboration and teamwork -- Part III. Practice -- Conceptualizing your game -- Prototyping your game -- Playtesting your game --Evaluating your game -- Moving from design to production. | |
520 | _a"This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You'll walk through conceiving and creating a game's inner workings, including its core actions, themes, and especially its play experience. Step by step, you'll assemble every component of your "videogame," creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists."--Publisher. | ||
650 | 0 |
_aVideo games _xDesign. _9338180 |
|
700 | 1 |
_aSharp, John, _d1967- _eauthor. _9438359 |
|
776 | 1 | 8 | _w(OCoLC)953716026 |
907 |
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