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MARC Record from marc_nuls

Record ID marc_nuls/NULS_PHC_180925.mrc:35321884:3472
Source marc_nuls
Download Link /show-records/marc_nuls/NULS_PHC_180925.mrc:35321884:3472?format=raw

LEADER: 03472cam 22004697i 4500
001 9925190687301661
005 20150414074519.9
008 140320t20152015njua e b 001 0 eng d
010 $a 2014936195
019 $a861210178$a861213685$a889705451
020 $a9780321933164 (paperback)
020 $a0321933168 (paperback)
035 $a99962944732
035 $a(OCoLC)889726495$z(OCoLC)861210178$z(OCoLC)861213685$z(OCoLC)889705451
035 $a(OCoLC)ocn889726495
040 $aAU@$beng$erda$cAU@$dDLC$dBTCTA$dBDX$dYDXCP$dUKMGB$dLTSCA$dEINCP$dIUL$dCUI$dCDX
042 $alccopycat
050 00 $aQA76.76.C672$bG53 2015
082 04 $a794.81526$223
082 04 $a006.66$223
100 1 $aGibson, Jeremy,$eauthor.
245 10 $aIntroduction to game design, prototyping, and development :$bfrom concept to playable game-with Unity℗ʼ and C# /$cJeremy Gibson.
246 3 $aGame design, prototyping, and development.
264 1 $aUpper Saddle River, NJ :$bAddison-Wesley,$c[2015]
300 $axxxi, 908 pages :$bcolor illustrations ;$c23 cm
336 $atext$btxt$2rdacontent
336 $astill image$bsti$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
504 $aIncludes bibliographical references and index.
505 0 $aPart 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. Loope; 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 References; C. Online References.
520 $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
630 00 $aUnity (Electronic resource)
650 0 $aComputer games$xProgramming.
650 0 $aComputer games$xDesign.
650 0 $aVideo games$xDesign.
650 0 $aVideo games$xProgramming.
650 0 $aThree-dimensional display systems.
650 0 $aC# (Computer program language)
650 0 $aApplication software$xDevelopment.
947 $hCIRCSTACKS$r31786102994677
980 $a99962944732