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150406s2014 enka ob 000 0 eng d |
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|a UAMI
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|a Rogers, Scott,
|e author.
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245 |
1 |
0 |
|a Level up! :
|b the guide to great video game design /
|c Scott Rogers.
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246 |
3 |
0 |
|a Guide to great video game design
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250 |
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|a Second edition.
|
264 |
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1 |
|a Chichester, West Sussex :
|b John Wiley & Sons,
|c 2014.
|
300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
|
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
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588 |
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|a Print version record.
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504 |
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|a Includes bibliographical references.
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505 |
0 |
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|a Introduction : press start! -- Welcome, N00bs! -- Ideas -- Writing the story -- You can design a game, but can you do the paperwork? -- The three Cs, part 1 : character -- The three Cs, part 2 : camera -- The three Cs, part 3 : controls -- Sign language : HUD and icon design -- Everything I learned about level design, I learned from level 9 -- The elements of combat -- They all want you dead -- The nuts and bolts of mechanics -- Now you're playing with power -- Multiplayer- the more the merrier -- Everybody wins : monetization -- Some notes on music -- Cutscenes, or no one's gonna watch 'em anyway -- And now the hard part -- Continue? -- Bonus levels 1 : the one-sheet sample -- Bonus level 2 : the ten-page design document sample -- Bonus level 3 : game design document template -- Bonus level 4 : the medium-sized list of story genres -- Bonus level 5 : game genres -- Bonus level 6 : the big list of environments -- Bonus level 7 : mechanics and hazards -- Bonus level 8 : enemy design template -- Bonus level 9 : boss design template -- Bonus level 10 : high-concept pitch presentation -- Bonus level 11 : achievement unlocked: exactly like making chili.
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|a If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! This updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Teaches you how to develop marketable ideas, what perils and pitfalls await during a game's pre-production, production and post-production stages, and provides even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production; Learning how to design the most exciting levels, the most precise controls, and the fiercest foes that will keep your players challenged; Creating games for mobile and console systems - including detailed rules for touch and motion controls; Monetizing your game from the design up; Writing effective and professional design documents with the help of brand new examples. Includes all-new content, an introduction by David "God of War" Jaffe and even a brand-new chili recipe. --
|c Edited summary from book
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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0 |
|a Video games
|x Programming.
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650 |
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|a Video games
|x Design.
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650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
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6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
7 |
|a Computer games
|x Design
|2 fast
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650 |
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7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
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776 |
0 |
8 |
|i Print version:
|a Rogers, Scott.
|t Level up!
|b 2nd edition.
|d Chichester, West Sussex : Wiley, 2014
|z 1118877160
|w (OCoLC)878961206
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781118877197/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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938 |
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|b YANK
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