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MARC record from Internet Archive

LEADER: 01533cam 22003374a 4500
001 9922306750001661
005 20150423143206.0
008 060629s2007 ne a b 001 0 eng
010 $a 2006021435
019 $a71807849
020 $a0240805828 (pbk. : alk. paper)
020 $a9780240805825
024 3 $a9780240805825
035 $a(CSdNU)u287312-01national_inst
035 $a(OCoLC)70230693
035 $a(OCoLC)70230693
040 $aDLC$cDLC$dBAKER$dUKM$dC#P$dYDX$dBTCTA$dYDXCP$dCNU$dOrLoB-B
049 $aCNUM
050 00 $aPN1996$b.M446 2007
082 00 $a808.2/3$222
100 1 $aMarx, Christy.
245 10 $aWriting for animation, comics and games /$cChristy Marx.
260 $aAmsterdam$aBoston, Mass. :$bElsevier Focal Press,$cc2007.
300 $axxi, 226 p. :$bill. ;$c25 cm.
504 $aIncludes bibliographical references (p. 211-215) and index.
505 0 $aCh. 1. History/evolution of animation -- Ch. 2. Terminology -- Ch. 3. The basics -- Ch. 4. Breaking and entering -- Ch. 5. History/evolution of the comic book -- Ch. 6. What is a comic book? -- Ch. 7. Breaking and entering -- Ch. 8. History/evolution of videogames -- Ch. 9. Writing vs. design -- Ch. 10. The script format -- Ch. 11. Breaking and entering.
650 0 $aAnimated films$xAuthorship.
650 0 $aComic books, strips, etc.$xAuthorship.
650 0 $aVideo games$xAuthorship.
994 $aC0$bCNU
999 $aPN 1996 .M446 2007$wLC$c1$i31786102160873$d10/11/2012$e12/16/2011 $lCIRCSTACKS$mNULS$n1$rY$sY$tBOOK$u12/11/2006