|
|
|
|
LEADER |
00000cam a2200000Ia 4500 |
001 |
OR_ocn884966479 |
003 |
OCoLC |
005 |
20231017213018.0 |
006 |
m o d |
007 |
cr unu|||||||| |
008 |
140731s2015 njua ob 001 0 eng d |
040 |
|
|
|a UMI
|b eng
|e pn
|c UMI
|d DEBBG
|d DEBSZ
|d VT2
|d OCLCQ
|d OCLCO
|d OCLCQ
|d OCLCO
|d OCLCQ
|d OCLCO
|d EEM
|d OCLCA
|d OCLCQ
|d YDX
|d OCLCF
|d CEF
|d AU@
|d OCLCQ
|d OCLCO
|d RDF
|d OCLCO
|d OCLCQ
|d OCLCA
|d OCL
|d OCLCA
|d OCLCO
|d OCLCA
|
019 |
|
|
|a 900317337
|a 908280659
|
020 |
|
|
|a 9780133439571
|
020 |
|
|
|a 0133439577
|
020 |
|
|
|a 0321933168
|
020 |
|
|
|a 9780321933164
|
020 |
|
|
|z 9780321933164
|
029 |
1 |
|
|a DEBBG
|b BV042182093
|
029 |
1 |
|
|a DEBSZ
|b 41722768X
|
029 |
1 |
|
|a GBVCP
|b 882731750
|
035 |
|
|
|a (OCoLC)884966479
|z (OCoLC)900317337
|z (OCoLC)908280659
|
037 |
|
|
|a CL0500000459
|b Safari Books Online
|
050 |
|
4 |
|a QA76.76.C672
|b G537 2015
|
082 |
0 |
4 |
|a 794.81526
|2 23
|
049 |
|
|
|a UAMI
|
100 |
1 |
|
|a Bond, Jeremy Gibson.
|
245 |
1 |
0 |
|a Introduction to game design, prototyping, and development :
|b from concept to playable game-with Unity and C♯ /
|c Jeremy Gibson.
|
260 |
|
|
|a Upper Saddle River, NJ :
|b Addison-Wesley,
|c ©2015.
|
300 |
|
|
|a 1 online resource (1 volume) :
|b illustrations
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
588 |
0 |
|
|a Online resource; title from title page (Safari, viewed July 11, 2014).
|
504 |
|
|
|a Includes bibliographical references and index.
|
505 |
0 |
|
|a Machine generated contents note: 1. Thinking Like a Designer -- You Are a Game Designer -- Bartok: A Game Exercise -- The Definition of Game -- Summary -- 2. Game Analysis Frameworks -- Common Frameworks for Ludology -- MDA: Mechanics; Dynamics, and Aesthetics -- Formal, Dramatic, and Dynamic Elements -- The Elemental Tetrad -- Summary -- 3. The Layered Tetrad -- The Inscribed Layer -- The Dynamic Layer -- The Cultural Layer -- The Responsibility of the Designer -- Summary -- 4. The Inscribed Layer -- Inscribed Mechanics -- Inscribed Aesthetics -- Inscribed Narrative -- Inscribed Technology -- Summary -- 5. The Dynamic Layer -- The Role of the Player -- Emergence -- Dynamic Mechanics -- Dynamic Aesthetics -- Dynamic Narrative -- Dynamic Technology -- Summary -- 6. The Cultural Layer -- Beyond Play -- Cultural Mechanics -- Cultural Aesthetics -- Cultural Narrative -- Cultural Technology -- Authorized Transmedia Are Not in the Cultural Layer -- The Cultural Impact of a Game -- Summary.
|
520 |
|
|
|a Learn Game Design, Prototyping, and Programming with Today's Leading Tools: Unity™ and C# Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms. If you want to develop games, you need strong experience with modern best practices and professional tools. There's no substitute. There's no shortcut. But you can get what you need in this book. COVERAGE INCLUDES In-depth tutorials for eight different game prototypes Developing new game design concepts Moving quickly from design concepts to working digital prototypes Improving your designs through rapid iteration Playtesting your games and interpreting the feedback that you receive Tuning games to get the right "game balance" and "game feel" Developing with Unity, today's best engine for independent game development Learning C# the right way Using Agile and Scrum to efficiently organize your game design and development process Debugging your game code Getting into the highly competitive, fast-changing game industry.
|
590 |
|
|
|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
630 |
0 |
0 |
|a Unity (Electronic resource)
|
630 |
0 |
7 |
|a Unity (Electronic resource)
|2 blmlsh
|
630 |
0 |
7 |
|a Unity (Electronic resource)
|2 fast
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
0 |
|a C# (Computer program language)
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
6 |
|a C# (Langage de programmation)
|
650 |
|
7 |
|a C# (Computer program language)
|2 fast
|
650 |
|
7 |
|a Computer games
|x Design
|2 fast
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
|
776 |
0 |
8 |
|i Print version:
|a Gibson, Jeremy.
|t Introduction to game design, prototyping, and development.
|d Upper Saddle River, NJ : Addison-Wesley, ©2015
|w (DLC) 2014936195
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780133439571/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
|
|a YBP Library Services
|b YANK
|n 14855570
|
994 |
|
|
|a 92
|b IZTAP
|