| 000 | 03287cam a2200553Ia 4500 | ||
|---|---|---|---|
| 001 | u11734 | ||
| 003 | SA-PMU | ||
| 005 | 20210418123742.0 | ||
| 006 | m o d | ||
| 007 | cr unu|||||||| | ||
| 008 | 140318s2014 njua o 001 0 eng d | ||
| 040 |
_aUMI _beng _epn _cUMI _dCOO _dDEBBG _dDEBSZ _dS4S _dOCLCQ _dOCLCF _dVT2 _dOCLCQ |
||
| 020 | _a9780133155181 | ||
| 020 | _a0133155188 | ||
| 020 | _a0321886925 | ||
| 020 | _a9780321886927 | ||
| 020 | _z9780321886927 | ||
| 024 | 3 | _a9780321886927 | |
| 035 | _a(OCoLC)873843566 | ||
| 037 |
_aCL0500000403 _bSafari Books Online |
||
| 050 | 4 |
_aQA76.76.C672 _bA58 2014 |
|
| 082 | 0 | 4 |
_a794.8 _223 |
| 100 | 1 | _aAnthropy, Anna. | |
| 245 | 1 | 2 |
_aA game design vocabulary : _bexploring the foundational principles behind good game design / _cAnna Anthropy, Naomi Clark. |
| 260 |
_aUpper Saddle River, NJ : _bAddison-Wesley, _c©2014. |
||
| 300 |
_a211 Pages : _billustrations. |
||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_acomputer _bc _2rdamedia |
||
| 338 |
_aonline resource _bcr _2rdacarrier |
||
| 490 | 1 | _aGame Design Ser. | |
| 588 | 0 | _aOnline resource; title from title page (Safari, viewed Mar. 6, 2014). | |
| 500 | _aIncludes index. | ||
| 520 | 8 |
_aAnnotation _bMaster the Principles and Vocabulary of Game DesignWhy aren't videogames getting better? Why does it feel like we're playing the same games, over and over again? Why aren't games helping us transform our lives, like great music, books, and movies do?The problem is language. We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences ... complement intuition with design discipline ... and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genresTell great stories: go way beyond cutscenes and text dumpsControl the crucial relationships between game "verbs" and "objects"Wield the full power of development, conflict, climax, and resolutionShape scenes, pacing, and player choicesDeepen context via art, animation, music, and soundHelp players discover, understand, engage, and "talk back" to youEffectively use resistance and difficulty: the "push and pull" of gamesDesign holistically: integrate visuals, audio, and controlsCommunicate a design vision everyone can understand. |
|
| 650 | 0 |
_aComputer games _xDesign. |
|
| 650 | 0 |
_aComputer games _xProgramming. |
|
| 650 | 7 |
_aComputer games _xDesign. _2fast _0(OCoLC)fst00872112 |
|
| 650 | 7 |
_aComputer games _xProgramming. _2fast _0(OCoLC)fst00872114 |
|
| 655 | 4 | _aElectronic books. | |
| 700 | 1 | _aClark, Naomi. | |
| 830 | 0 | _aGame Design Ser. | |
| 029 | 1 |
_aDEBBG _bBV042031514 |
|
| 029 | 1 |
_aDEBSZ _b414169670 |
|
| 029 | 1 |
_aGBVCP _b796785031 |
|
| 029 | 1 |
_aNZ1 _b15389044 |
|
| 942 | _cBOOK | ||
| 994 |
_aZ0 _bSUPMU |
||
| 948 | _hNO HOLDINGS IN SUPMU - 82 OTHER HOLDINGS | ||
| 596 | _a1 2 | ||
| 999 |
_c4479 _d4479 |
||