000 03471cam a2200481 i 4500
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
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
040 _aNLGGC
_beng
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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]
264 4 _c©2016
300 _axviii, 266 pages :
_billustrations ;
_c23 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
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 _a.b26457404
_b06-09-21
_c18-02-19
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