|
|
|
|
LEADER |
03577nmm a2200493 u 4500 |
001 |
EB001927134 |
003 |
EBX01000000000000001090036 |
005 |
00000000000000.0 |
007 |
cr||||||||||||||||||||| |
008 |
210123 ||| eng |
020 |
|
|
|a 9780134659886
|
050 |
|
4 |
|a QA76.76.C672
|
100 |
1 |
|
|a Bond, Jeremy Gibson
|
245 |
0 |
0 |
|a Introduction to game design, prototyping, and development
|b from concept to playable game with Unity and C#
|c Jeremy Gibson Bond
|
250 |
|
|
|a Second edition
|
260 |
|
|
|a Upper Saddle River, NJ
|b Addison-Wesley
|c 2018
|
300 |
|
|
|a 1 volume
|b illustrations
|
505 |
0 |
|
|a Includes bibliographical references and index
|
505 |
0 |
|
|a Part I. Game Design and Paper Prototyping : 1. Thinking Like a Designer ; 2. Game Analysis Frameworks ; 3. The Layered Tetrad ; 4. The Inscribed Layer ; 5. The Dynamic Layer ; 6. The Cultural Layer ; 7. Acting Like a Designer ; 8. Design Goals ; 9. Paper Prototyping ; 10. Game Testing ; 11. Math and Game Balance ; 12. Puzzle Design ; 13. Guiding the Player ; 14. The Digital Game Industry -- Part II. Digital Prototyping : 15. Thinking in Digital Systems ; 16. Introducing Our Development Environment: Unity ; 17. Introducing Our Language: C♯ ; 18. Hello World: Your First Program ; 19. Variables and Components ; 20. Boolean Operations and Conditionals ; 21. Loops ; 22. Lists and Arrays ; 23. Functions and Parameters ; 24. Debugging ; 25. Classes ; 26. Object-Oriented Thinking ; 27. The Agile Mentality -- Part III. Game Prototype Examples and Tutorials : 28. Prototype 1: Apple Picker ; 29. Prototype 2: Mission Demolition ; 30. Prototype 3: Space SHMUP ; 31. Prototype 4: Prospector Solitaire ; 32. Prototype 5: Bartok ; 33. Prototype 6: Word Game ; 34. Prototype 7: QuickSnap ; 35. Prototype 8: Omega Mage -- Part IV. Appendices: A. Standard Project Setup Procedure ; B. Useful Concepts Reference ; C. Online References
|
653 |
|
|
|a GAMES / Board / bisacsh
|
653 |
|
|
|a C# (Langage de programmation)
|
653 |
|
|
|a Unity (Electronic resource) / fast
|
653 |
|
|
|a Jeux vidéo / Programmation
|
653 |
|
|
|a Unity (Electronic resource) / http://id.loc.gov/authorities/names/n2011038776
|
653 |
|
|
|a C# (Computer program language) / fast
|
653 |
|
|
|a Computer games / Design / fast
|
653 |
|
|
|a Jeux vidéo / Conception
|
653 |
|
|
|a C# (Computer program language) / http://id.loc.gov/authorities/subjects/sh2001001705
|
653 |
|
|
|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
|
653 |
|
|
|a Video games / Design / fast
|
653 |
|
|
|a Video games / Programming / fast
|
653 |
|
|
|a Video games / Design
|
041 |
0 |
7 |
|a eng
|2 ISO 639-2
|
989 |
|
|
|b OREILLY
|a O'Reilly
|
776 |
|
|
|z 0134659902
|
776 |
|
|
|z 9780134659862
|
776 |
|
|
|z 9780134659909
|
776 |
|
|
|z 0134659880
|
776 |
|
|
|z 0134659864
|
776 |
|
|
|z 9780134659886
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780134659909/?ar
|x Verlag
|3 Volltext
|
082 |
0 |
|
|a 794.81526
|
082 |
0 |
|
|a 745.4
|
520 |
|
|
|a "This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine. Jeremy Gibson presents prototyping as a core game design skill (much as sketching is a core artist's skill), taking a straightforward, commonsense approach that has been refined over many years of teaching beginners. Throughout, students are encouraged to experiment on their own, and to discover that most problems have multiple solutions"--Provided by publisher
|