Basics of Game Design
Autor Michael Mooreen Limba Engleză Paperback – 23 mar 2011
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Specificații
ISBN-13: 9781568814339
ISBN-10: 156881433X
Pagini: 392
Ilustrații: colour tables, figures
Dimensiuni: 152 x 229 x 25 mm
Greutate: 0.73 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
ISBN-10: 156881433X
Pagini: 392
Ilustrații: colour tables, figures
Dimensiuni: 152 x 229 x 25 mm
Greutate: 0.73 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
Public țintă
Professional Practice & DevelopmentRecenzii
A ‘must’ for any serious game programmer or designer!
—Midwest Book Review, December 2011
this work is unique in its focus. … this book dives into the tables, charts, and numbers behind game mechanics that power game play. Each chapter ends with exercises that reinforce the material being covered and invites the reader to look outside video games for insight and inspiration. For students and professionals alike, this book can be a helpful reference and design toolbox. … Highly recommended.
—A. Chen, CHOICE, October 2011
—Midwest Book Review, December 2011
this work is unique in its focus. … this book dives into the tables, charts, and numbers behind game mechanics that power game play. Each chapter ends with exercises that reinforce the material being covered and invites the reader to look outside video games for insight and inspiration. For students and professionals alike, this book can be a helpful reference and design toolbox. … Highly recommended.
—A. Chen, CHOICE, October 2011
Cuprins
Introduction. Making Games. Game Play and Game Mechanics. Math and Logic in Games. Inside Game Mechanics. On Movement. On Combat. On Characters and Monsters. On Items. On Magicks and Technologies. On Puzzles in Games. Implementing the Design. Storytelling in Games. Designing Playfields. Interface Design. A Conversation with Chris Taylor.
Descriere
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.