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The way we play : theory of game design /

Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Killick, Michael (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York, NY : Apress, [2022]
Edición:[First edition].
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Killick, Michael,  |e author. 
245 1 4 |a The way we play :  |b theory of game design /  |c Michael Killick. 
246 3 0 |a Theory of game design 
250 |a [First edition]. 
264 1 |a New York, NY :  |b Apress,  |c [2022] 
300 |a 1 online resource (238 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Includes index. 
520 |a Gain insight into what it takes to design and develop your first video game. This book offers a peek behind the scenes, where you will find in-depth knowledge of game design theory and insight into the technical and design aspects of video game development. The Way We Play allows you to explore game design and theory while also learning the nuances of how games in different genres should be approached, their workings, and successful unique selling points in a competitive gaming field. As you progress further into the book, BAFTA Nominated Young Games Design Mentor Michael Killick walks you through the more technical aspects of game development and shares techniques that will enable you to take your first steps in designing your own games. Upon completing this book, you will have a firm understanding of the gaming industry, from theory through design and production. 
505 0 |a Chapter 1: Your Design Journey Begins -- Chapter 2: Under the Hood -- Chapter 3: From Paper to Screen -- Chapter 4: FPS Character Controller Tutorial -- Chapter 5: Rule the World: Level Design -- Chapter 6: Friend or Foe? Enemy Design -- Chapter 7: MCM: Mechanics, Combat, and Multiplayer -- Chapter 8: 2D Platformer Tutorial -- Chapter 9: HUD and UI -- Chapter 10: Parting Advice -- Chapter 11: Conclusion: The End. Or Your Beginning? -- Game Design Document Template. 
588 |a Description based on online resource; title from digital title page (viewed on November 10, 2022). 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Design. 
650 6 |a Jeux vidéo  |x Conception. 
650 7 |a Video games  |x Design  |2 fast 
655 0 |a Electronic books. 
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