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  1. Challenges For Game Designers
    Erschienen: [2009]; © 2009
    Verlag:  Course Technology, Cengage Learning, Boston, MA

    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    ST 324 009 2009
    keine Fernleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781584505808; 158450580X
    RVK Klassifikation: ST 324 ; AP 15860
    Schlagworte: Games; Video games; Games
    Umfang: xxiii, 317 Seiten, Illustrationen, 23 cm
    Bemerkung(en):

    Includes index

  2. Breaking into the game industry
    advice for a successful career from those who have done it
    Erschienen: 2012
    Verlag:  Course Technology, Cengage Learning, Boston, MA.

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781435458055; 1435458052; 1435458044; 9781435458048
    Schlagworte: BUSINESS & ECONOMICS / Industries / Park & Recreation Management; Electronic games industry / Vocational guidance; Industrie; Wirtschaft; Electronic games industry; Karriereplanung; Computerspielindustrie
    Umfang: 1 Online-Ressource (xii, 291 p.)
    Bemerkung(en):

    Includes index

    Question 1. Why are you doing this? What's this book about, and why are you writing it? -- question 2. How should I choose a school? -- question 3. What percentage of my school work will help me get a job? -- question 4. Lots of stuff I learn in school seems like it has nothing to do with actually making games for a living. What classes did you take that were the most useful on the job? -- question 5. How much weight do studios put on GPAs? -- question 6. How much weight do studios put on the major or college attended? -- question 7. Why should I care about video game history? -- question 8. Is a graduate degree (such as an MFA or Ph.D.) useful for getting a job in the game industry? -- question 9. I want to be a programmer in the game industry. People are suggesting I shouldn't bother with more complex languages like C or C++ and focus instead on languages like ActionScript (Flash). Is that a valid path? --

    - question 10. Is getting an undergraduate degree a waste of time if I want a job in the game industry? -- question 11. Is it important to play games as a student? -- question 12. If you could add something to a student with great vision, what would it be? -- question 13. I want to be a game designer. Do I need to learn programming or computer science? -- question 14. Is it better to be a specialist or generalist, in the short term or long term? -- question 15. Is there another way to get up to speed on game development, other than making games? -- question 16. What's the best subject to make a game about? -- question 17. Where do you get your ideas? -- question 18. How do I get my games to be more fun and not just tasks? -- question 19. How do I make contacts in the game industry? -- question 20. It costs how much to go to GDC? How will I ever afford that? -- question 21. Should I get my own business cards? What should be on them? What do I do with them? --

    - question 22. When should I start networking? -- question 23. How do I get game developers' business cards? -- question 24. When should I follow up after getting someone's business card? -- question 25. Is there anything I shouldn't do when following up? -- question 26. Should I ask developers to review my portfolio? -- question 27. I heard that a lot of people in the game industry use social media (Twitter, Facebook, and so on). Why? -- question 28. What else shouldn't I do when communicating with developers? -- question 29. If I change my last name (such as for marriage) in mid-career, does that affect my career by messing with the credits of previously shipped games? -- question 30. What should the front page of my portfolio look like? -- question 31. As an artist, what are some general portfolio guidelines I need to follow? -- question 32. What do character artists need to show in their portfolios? -- question 33. What do environment artists need to show in their portfolios? --

    - question 34. What do modelers need to show in their portfolios? -- question 35. What do texture artists need to show in their portfolios? -- question 36. What do concept artists need to show in their portfolios? -- question 37. What do game designers need to show in their portfolios? -- question 38. What do game writers need to show in their portfolios? -- question 39. What do level designers need to show in their portfolios? -- question 40. What do programmers need to show in their portfolios? -- question 41. What should a producer/project manager (or someone aspiring to be one) have in their portfolio? -- question 42. What do sound designers need to show in their portfolios? -- question 43. Are there people who don't need portfolios? -- question 44. How many images/games should I have in my portfolio? -- question 45. When should I start working on my portfolio? -- question 46. Have you seen any stupid portfolio tricks? --

    - question 47. How do I get my work out there so someone can see it? -- question 48. Wait, doesn't everyone say that it's impossible to be hired as a game designer or game writer straight out of college, or as your first job in the industry? -- question 49. How much help will reading about game development be in obtaining a job in the game industry? -- question 50. How much experience should I have before I start looking for a job as a game designer? -- question 51. I talked to a woman and she was really excited because she heard I was a [insert desired position here]. She wanted to talk with me and see my portfolio. That's great, right? -- question 52. What's the best approach for getting an internship? -- question 53. Where should I look for jobs? -- question 54. Should I just show up Unannounced at a game company? -- question 55. Does the current state of the economy have an effect on game development or hiring? --

    - question 56. How do I write a good cover letter that connects with HR and developers? -- question 57. How do I write a good resume that connects with HR and developers? -- question 58. They're giving me an art/design/programming test. What is it and why are they doing this? -- question 59. The design/programming/art test asks me to come up with some game/code/art ideas. I don't want them to steal my ideas! What should I do? -- question 60. Should I try to take a coding test before I am solid in the language? -- question 61. How early should I show up for an interview? -- question 62. How should I dress for an interview? -- question 63. What happens in an interview? How do I handle it? -- question 64. They just offered me a salary! How do I know if it's good? Should I negotiate? -- question 65. Do interviewees ever say dumb things? -- question 66. Do people still expect me to follow up after an interview? -- question 67. What should I do before I accept a job offer? --

    - question 68. They want me to sign a non-compete. What's that? -- question 69. They want me to sign an NDA. What's that? -- question 70. How do I find a place to live if I'm hired in a new city? -- question 71. Is there such a thing as taking a new job too early? -- question 72. How will I feel my first day on the job? -- question 73. Once I have a job, any key pointers? -- question 74. What do entry-level employees typically do in their first few months? -- question 75. If I enter in the middle of a project, what's the best way to get up to speed? -- question 76. If I join a game company, will they make my game idea? -- question 77. How is performance measured for raises, bonuses, and promotions? -- question 78. What is it like to work on a big licensed title? -- question 79. What is it like to work at a small studio on a series of small projects? -- question 80. What is the scariest thing about being a game designer? --

    - question 81. What's the worst thing you've seen in a game development meeting? -- question 82. Will I really work 70 hours a week? -- question 83. What should I do if I hate my job? (or: how to exit a company gracefully) -- question 84. What should I do if I hate someone I work with? -- question 85. What should I do if I disagree with someone? -- question 86. What is the "game industry"? -- question 87. Is there a way to get a feel for the industry before even getting there? -- question 88. Is the game industry a good place to meet someone to date? -- question 89. What does a game developer do? -- question 90. What does a lead do? -- question 91. Who is the most evil person on a game development team? -- question 92. Have you seen someone make it in the industry with a physical or mental disability? -- question 93. How much money will I make working in the game industry? -- question 94. Do small studios typically have health, dental, and savings plans? --

    - question 95. Which programming language is used the most? -- question 96. What is it like to be a woman in the game industry? -- question 97. What is it like to be a minority in the game industry? Is diversity important? -- question 98. What is it like working as an LGBT in the game industry? -- question 99. I want to send my idea to a game company. How do I do this? -- question 100. Is there such a thing as a stupid question?

    Written in a question-and-answer format, this book presents readers with a clear overview of what the game industry is and how the professionals operate in it, answering the key questions new developers should be asking as they begin their career

  3. The gamer's brain
    how neuroscience and UX can impact video game design
    Autor*in: Hodent, Celia
    Erschienen: [2018]
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton

    Hochschule Kempten, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Beteiligt: Brathwaite, Brenda
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781498775526; 9781351650762; 9781315154725
    Weitere Identifier:
    RVK Klassifikation: ST 324 ; AP 15963 ; CZ 1320 ; CZ 1330
    Schlagworte: Benutzerrückmeldung; Design; Benutzerfreundlichkeit; Neurowissenschaften; Programmierung; Computerspiel
    Umfang: 1 Online-Ressource (267 Seiten)
  4. Challenges for game designers
    Erschienen: 2008
    Verlag:  Charles River Media/Cengage Technology, Boston

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781584505808; 158450580X; 1584506237
    Schlagworte: Video games; Games; Computerspiel; Programmierung
    Umfang: xxiii, 31 p
    Bemerkung(en):

    Includes index

  5. Sex in video games
    Erschienen: 2007
    Verlag:  Charles River Media, Boston, Mass.

    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781584504597
    RVK Klassifikation: ST 323
    Schriftenreihe: Advances in computer graphics and game development
    Thomson Delmar learning
    Schlagworte: Videospiel; Computerspiel; Sexualität
    Umfang: XV, 319 S., Ill.
  6. Challenges for game designers
    Erschienen: 2009
    Verlag:  Course Technology/Cengage Learning, Boston, MA

    Universitätsbibliothek Würzburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781584505808; 158450580X
    RVK Klassifikation: ST 324
    Schlagworte: Games; Video games; Games; Programmierung; Computerspiel
    Umfang: XXIII, 317 S., Ill., 23 cm
  7. Sex in video games
    Erschienen: 2013
    Verlag:  Brathwaite, [S.l.]

    Universitätsbibliothek Bamberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781491079263
    RVK Klassifikation: MS 2880
    Auflage/Ausgabe: Digital ed.
    Schlagworte: Sex in popular culture; Video games / Social aspects; Sex in popular culture; Video games / Social aspects; Gesellschaft; Sexualität; Computerspiel; Videospiel
    Umfang: 396 S., Ill., 23 cm
    Bemerkung(en):

    Originally published in hardcover by Charles River Mediao

    Includes bibliographical references

    Defining sex -- History of sex in games -- Emergent sex -- The sexual backlash -- Hot Coffee -- Positive inclusion -- Self-regulation -- Censorship -- Obscenity by Deborah Solomon -- What's appropriate? -- Reaching the market -- Responsibility -- Corporate concerns -- Sex across cultures -- Interviews

  8. Game Balance
    Erschienen: 2022
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton ; London ; New York

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781498799577; 9781032034003
    RVK Klassifikation: AP 15963
    Auflage/Ausgabe: First edition
    Schlagworte: Design; Computerspiel
    Umfang: xxxviii, 765 Seiten, Illustrationen, Diagramme
  9. Breaking into the game industry
    advice for a successful career in the game industry from those who have done it
    Erschienen: 2012
    Verlag:  Course Technology, Boston, MA

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781435458048; 1435458044
    Schlagworte: Computer games industry / Vocational guidance; Computerspielindustrie; Karriereplanung
    Umfang: XII, 291 S., Ill., 25 cm
    Bemerkung(en):

    Angekündigt u.d.T.: 100 questions, 97 answers, 300 pages

  10. Challenges for game designers
    Erschienen: [2017]
    Verlag:  [publisher not identified], [Place of publication not identified]

    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781542453318; 1542453313
    RVK Klassifikation: ST 324
    Schlagworte: Spieleentwicklerin; Computerspiel; Programmierung
    Weitere Schlagworte: Games / Design; Video games / Design; Games; Jeux vidéo / Conception; Games; Video games / Design
    Umfang: xxiii, 317 pages, Illustrations
    Bemerkung(en):

    Originally published: Boston, MA : Course Technology/Cengage Learning, ©2009

  11. Challenges for game designers
    non-digital exercises for video game designers
    Erschienen: 2017
    Verlag:  [Verlag nicht ermittelbar], [Erscheinungsort nicht ermittelbar]

    Hochschule Kaiserslautern, Hochschulbibliothek, Standortbibliothek Kaiserslautern
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    Quelle: Verbundkataloge
    Beteiligt: Schreiber, Ian
    Medientyp: Buch (Monographie)
    ISBN: 9781584505808; 158450580X
    Weitere Schlagworte: Computerspiel; Computerspielherstellung; Programmierung
    Umfang: xx, 317 Seiten, Illustrationen
  12. Challenges for game designers
    [non- digital exercises for video game designers]
    Erschienen: 2009
    Verlag:  Charles River Media, Course Technology, Boston, Mass. [u.a.]

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781584505808; 158450580X
    RVK Klassifikation: SU 500
    Schlagworte: Games; Video games
    Umfang: XXIII, 317 S., Ill.
    Bemerkung(en):

    Literaturangaben

  13. The gamer's brain
    how neuroscience and UX can impact video game design
    Autor*in: Hodent, Celia
    Erschienen: [2018]
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Beteiligt: Brathwaite, Brenda
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781498775526; 9781351650762; 9781315154725
    Weitere Identifier:
    RVK Klassifikation: ST 324 ; AP 15963 ; CZ 1320 ; CZ 1330
    Schlagworte: Benutzerrückmeldung; Design; Benutzerfreundlichkeit; Neurowissenschaften; Programmierung; Computerspiel
    Umfang: 1 Online-Ressource (267 Seiten)
  14. The gamer's brain
    how neuroscience and UX can impact video game design
    Autor*in: Hodent, Celia
    Erschienen: [2018]; © 2018
    Verlag:  CRC Press, Taylor & Francis Group, Boca Raton, FL

    Staats- und Universitätsbibliothek Bremen
    a pae 309.7/577
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A HOD 54110
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 156
    keine Fernleihe
    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 156 a
    keine Fernleihe
    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 156 b
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    Zentrum für Kunst und Medien Karlsruhe / Staatliche Hochschule für Gestaltung, Bibliothek
    Hg 5406
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    Fachhochschule Kiel, Zentralbibliothek
    Inf 88-29/1
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    Hochschule für Technik, Wirtschaft und Kultur Leipzig, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschulbibliothek Reutlingen (Lernzentrum)
    I 5-790-39
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    Hochschulbibliothek Weingarten
    ST 324 H687 G192
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    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
    KM Mi 025
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    cover (Cover)
    cover (Cover)
    Quelle: Verbundkataloge
    Beteiligt: Brathwaite, Brenda (VerfasserIn eines Vorworts)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781498775502; 9781138089969
    RVK Klassifikation: ST 324
    Schriftenreihe: A Focal press book
    Schlagworte: Video games; Video games; Human-computer interaction; Neurosciences
    Umfang: xv, 250 Seiten, Illustrationen, Diagramme, 156 x 233 x 15
    Bemerkung(en):

    Includes bibliographical references

  15. Challenges for Game Designers
    Erschienen: [2017]; © 2017
    Verlag:  [Verlag nicht ermittelbar], [Erscheinungsort nicht ermittelbar]

    Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and... mehr

    Bibliothek im Kurt-Schwitters-Forum
    EDV 590 /36
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Macromedia Library Leipzig
    ST 324
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    Universität des Saarlandes, Campusbibliothek für Informatik und Mathematik, Fachrichtung 6.2 Informatik
    keine Ausleihe von Bänden, nur Papierkopien werden versandt

     

    Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781542453318; 303561640X; 9783035616408
    Schlagworte: Games; Video games; Games
    Umfang: xx, 317 Seiten, Illustrationen
    Bemerkung(en):

    Index: Seiten 297-317

    Im Copyrightvermerk Verfasser mit neuem Nachnamen Brenda Romero aufgeführt

  16. Challenges for game designers
    Erschienen: 2009

    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.611.6 Bra 1
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    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    DV 5350.047
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2012.00413:1
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0714
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 158450580X; 9781584505808
    RVK Klassifikation: SU 500 ; AP 15860 ; ST 324
    Auflage/Ausgabe: 1. Aufl.
    Schlagworte: Games; Video games; Games