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|a UAMI
|
100 |
1 |
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|a Au, Wagner James.
|
245 |
1 |
0 |
|a Game design secrets :
|b do what you never thought possible to market and monetize your iOS, Facebook, and Web games /
|c Wagner James Au.
|
260 |
|
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|a Indianapolis, IN :
|b John Wiley & Sons,
|c ©2012.
|
300 |
|
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|a 1 online resource (xxvi, 308 pages) :
|b illustrations
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
347 |
|
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|a data file
|2 rda
|
505 |
0 |
0 |
|t Read this first --
|g ch. 1.
|t Market overview : iOS, Facebook, and the Web --
|g ch. 2.
|t iOS versus Facebook versus the Web --
|g ch. 3.
|t Facebook games --
|g ch. 4.
|t Facebook game design --
|g ch. 5.
|t Facebook design lessons from KIXEYE and 5th Planet Games --
|g ch. 6.
|t Future trends and opportunities for Facebook games --
|g ch. 7.
|t Deep dive into Web gaminh --
|g ch. 8.
|t Web game design --
|g ch. 9.
|t Web game developer profiles --
|g ch. 10.
|t Future trends and opportunities for Web gaming --
|g ch. 11.
|t Quick survey of the iOS game market --
|g ch. 12.
|t iOS game design --
|g ch. 13.
|t iOS game developer profile --
|g ch. 14.
|t Future trends and opportunities for iOS gaming --
|g ch. 15.
|t Is your game ready to get VC or crowdfunding? --
|g ch. 16.
|t Game design documents --
|g ch. 17.
|t Concluding thoughts before you start designing --
|g appendix A.
|t Resources for designers --
|g appendix B.
|t Design principles --
|g appendix C.
|t Glossary of terms and acronyms --
|t Index.
|
520 |
|
|
|a "Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit! This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture"--Provided by publisher.
|
588 |
0 |
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|a Print version record.
|
590 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
7 |
|a GAMES
|x Video & Electronic.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Design
|2 fast
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
776 |
0 |
8 |
|i Print version:
|a Au, Wagner James.
|t Game design secrets.
|d Indianapolis, IN : John Wiley & Sons, ©2012
|z 9781118337745
|w (OCoLC)783138358
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781118416464/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 484932
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
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