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  1. Game design workshop
    a playcentric approach to creating innovative games
    Erschienen: ©2008
    Verlag:  Elsevier Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780240809748; 0240809742; 9780080560397; 0080560393
    Auflage/Ausgabe: 2nd ed
    Schlagworte: GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Computer graphics; Spelprogrammering; Datorspel / design; Datorgrafik; Computer games; Computer games; Computer graphics; Programmierung; Entwurf; Computerspiel
    Umfang: xx, 470 pages
    Bemerkung(en):

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

    Includes bibliographical references and index

  2. Game design workshop
    a playcentric approach to creating innovative games
    Erschienen: 2008
    Verlag:  Elsevier Morgan Kaufmann, Amsterdam

    The Role of the Game Designer; The Structure of Games; Working with Formal Elements; Working with Dramatic Elements; Working with System Dynamics; Conceptualization; Prototyping; Digital Prototyping; Playtesting; Functionality, Completeness, and... mehr

    Staats- und Universitätsbibliothek Bremen
    keine Fernleihe
    Technische Universität Chemnitz, Universitätsbibliothek
    keine Fernleihe
    Hochschule der Bildenden Künste Saar, Bibliothek
    EDV#III#28
    keine Fernleihe

     

    The Role of the Game Designer; The Structure of Games; Working with Formal Elements; Working with Dramatic Elements; Working with System Dynamics; Conceptualization; Prototyping; Digital Prototyping; Playtesting; Functionality, Completeness, and Balance; Fun and Accessibility; Team Structures; Stages of Development; The Design Document; Understanding the Game Industry -- ; Selling Yourself and Your Ideas to the Game Industry Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0240809742; 9780240809748
    RVK Klassifikation: SU 500
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Computer games; Computer graphics; Computer games; Computer games; Computer graphics
    Umfang: XX, 470 S., illustrations
    Bemerkung(en):

    Includes bibliographical references and index. - Description based on print version record

    Front Cover; Table of Contents; Foreword; Acknowledgments; Image Credits and Copyright Notices; Introduction; Part I: Game Design Basics; Chapter 1: The Role of the Game Designer; Chapter 2: The Structure of Games; Chapter 3: Working with Formal Elements; Chapter 4: Working with Dramatic Elements; Chapter 5: Working with System Dynamics; Part 2: Designing a Game; Chapter 6: Conceptualization; Chapter 7: Prototyping; Chapter 8: Digital Prototyping; Chapter 9: Playtesting; Chapter 10: Functionality, Completeness, and Balance; Chapter 11: Fun and Accessibility; Part 3: Working As a Game Designer

    Chapter 12: Team StructuresChapter 13: Stages of Development; Chapter 14: The Design Document; Chapter 15: Understanding the Game Industry; Chapter 16: Selling Yourself and Your Ideas to the Game Industry; Conclusion