000 | 01328nam a2200205Ia 4500 | ||
---|---|---|---|
008 | 191130s2006##################000#0#eng## | ||
020 | _a9781933097008 | ||
040 |
_aACL _cACL |
||
082 | _a794.8151 OLU | ||
100 | _aO'Luanaigh, Patrick | ||
245 |
_aGame design complete _cPatrick O'Luanaigh |
||
260 |
_aScottsdale _bParaglyph Press _c©2006 |
||
300 | _axxi, 430 p. : ill. ; 23 cm | ||
500 | _aIncludes index. Part I. Constraints or Opportunities --1. Getting Back to the Basics of Great Game Design --2. Licensed to Thrill --3. The Art (and Challenge) of Designing for Game Platforms --4. A Break from the Norm --Part II. Core Gameplay --5. Designing Camera Systems --6. Control Systems --7. Designing Characters --8. Game Environments and Level Design --Part III. Design Challenges --9. Online Gaming --10. Designing Sequels --11. Advergaming and Sponsorships --12. Audio --Part IV. A Smarter Designer --13. Market Research and Focus Groups --14. Design Teams, Prototypes, and Pitching --15. Designing Seriously Serious Games --Part V. If All Else Fails... --16. Disaster Management --17. The Final Chapter --Appendix: Game Design Template | ||
650 | _aComputer games -- Design | ||
650 | _aComputer games -- Programming | ||
990 | _a8cb89a78ac10000c723ffc981246a073 | ||
991 | _a328173 | ||
999 |
_c191382 _d191382 |