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|a Bond, Jeremy Gibson,
|e author.
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|a Introduction to game design, prototyping, and development :
|b from concept to playable game with Unity and C# /
|c Jeremy Gibson Bond.
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250 |
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|a Second edition.
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264 |
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1 |
|a Upper Saddle River, NJ :
|b Addison-Wesley,
|c [2018]
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264 |
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|c ©2018
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|a 1 online resource (1 volume) :
|b illustrations
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|a Online resource; title from title page (Safari, viewed September 11, 2017).
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588 |
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|a Online resource; title from PDF title page (EBSCO, viewed October, 17, 2017).
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|a Includes bibliographical references and index.
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|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.
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|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
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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|a Video games
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|a Video games
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|a C# (Computer program language)
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650 |
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|a Jeux vidéo
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|a Jeux vidéo
|x Conception.
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|a C# (Langage de programmation)
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776 |
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|i Print version:
|a Bond, Jeremy Gibson.
|t Introduction to game design, prototyping, and development.
|b Second edition.
|d ©2018
|z 9780134659862
|z 0134659864
|w (OCoLC)961006184
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780134659909/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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938 |
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|a EBSCOhost
|b EBSC
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