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210123 ||| eng |
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|a 9781592730018
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050 |
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4 |
|a QA76.76.C672
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|a Rollings, Andrew
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|a Andrew Rollings and Ernest Adams on game design
|c Andrew Rollings, Ernest Adams
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250 |
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|a 1st ed
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260 |
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|a Indianapolis, Ind.
|b New Riders
|c 2003
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300 |
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|a xxvi, 621 pages
|b illustrations
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|a Includes bibliographical references (pages 589-593) and index
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653 |
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|a Jeux vidéo / Programmation
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653 |
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|a Computer games / Design / fast
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653 |
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|a Jeux vidéo / Conception
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653 |
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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|a Video games / Programming / fast
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653 |
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|a Video games / Design
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|a Adams, Ernest
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|a eng
|2 ISO 639-2
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989 |
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|b OREILLY
|a O'Reilly
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|a NRG
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|a GBA3X3033
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|z 1592730019
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|u https://learning.oreilly.com/library/view/~/1592730019/?ar
|x Verlag
|3 Volltext
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|a 794.8/1536
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|a 794.8151
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|a 745.4
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|a How often have you heard "anyone can design a game?" While it seems likean easy job, game ideas are cheap and plentiful. Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle. Andrew Rollingsand Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of thekey game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics andbalance. The second half discusses each of the major game genres(action, adventure, role-playing, strategy, puzzle, and so on) andidentifies the design patterns and unique creative challenges thatcharacterize them. Filled with examples and worksheets, this book takesan accessible, practical approach to creating fun, innovative, andhighly playable games
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