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LEADER: 03918cam 2200673Ii 4500
001 ocn937371551
003 OCoLC
005 20220124091503.0
008 151020t20162016enka b 001 0 eng d
010 $a 2015954101
040 $aCDX$beng$erda$cCDX$dYDXCP$dOCLCO$dOCLCF$dIBI$dOCLCQ$dUAB$dIUL$dYDX$dCHVBK$dOCLCO$dOCLCA$dI8M$dOCLCA$dTXHLC$dOCLCA$dOCLCQ$dUKMGB$dOCLCA$dU@M$dDZM$dOCLCO$dAEUWD
015 $aGBB5H5264$2bnb
016 7 $a017653537$2Uk
020 $a9781472567482$q(pbk.)
020 $a147256748X$q(pbk.)
020 $z9781472567499$q(PDF ebook)
035 $a(OCoLC)937371551
050 4 $aGV1469.3
050 4 $aQA76.76.C672$bS26 2016
082 04 $a794.8/1$223
100 1 $aSalmond, Michael,$eauthor.
245 10 $aVideo game design :$bprinciples and practices from the ground up /$cMichael Salmond.
264 1 $aLondon :$bFairchild Books, an imprint of Bloomsbury Publishing Plc,$c[2016]
264 4 $c©2016
300 $a270 pages :$billustrations (chiefly color) ;$c27 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
504 $aIncludes bibliographical references (page 257) and index.
520 8 $aVideo game design" is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences.
505 0 $aSo you want to be a video game designer? -- World building -- Video game analysis -- Understanding the motivations for play -- Video games are event-driven experiences -- Planning, preparation, and play- testing -- Character design -- Bringing it all together -- The engagement engine -- Keeping them playing -- Interface design and audio design -- Monetization, copyright, and intellectual property.
650 0 $aVideo games$xDesign.
650 0 $aComputer games$xDesign.
650 0 $aVideo games$xAuthorship.
650 7 $aHobbies and Games.$2eflch
650 7 $aComputer games$xDesign.$2fast$0(OCoLC)fst00872112
650 7 $aVideo games$xAuthorship.$2fast$0(OCoLC)fst01765735
650 7 $aVideo games$xDesign.$2fast$0(OCoLC)fst01166425
650 7 $aComputerkunst$2gnd
610 27 $aMediendesign$2gnd
650 7 $aProgrammierung$2gnd
650 7 $aVisualisierung$2gnd
650 7 $aComputerspiel$2gnd
610 27 $aInteraktive Medien$2gnd
650 7 $aVideo games / Design.$2sears
650 7 $aComputer games / Design.$2sears
650 7 $aVideo games / Authorship.$2sears
650 7 $aHobbies and Games.$2ukslc
655 7 $aYoung adult non-fiction.$2gsafd
938 $aCoutts Information Services$bCOUT$n26350862
938 $aYBP Library Services$bYANK$n12256875
029 1 $aAU@$b000057113868
029 1 $aCHSLU$b001257655
029 1 $aCHVBK$b374780633
029 1 $aNLGGC$b401547019
029 1 $aZWZ$b192951130
029 1 $aUKMGB$b017653537
994 $aZ0$bP4A
948 $hNO HOLDINGS IN P4A - 128 OTHER HOLDINGS