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The art of interactive entertainment design.

By: Material type: TextTextPublication details: McGraw-Hill, 1997.ISBN:
  • 0070174970
Subject(s): DDC classification:
  • 794.8154 21
Contents:
1. If You're Interested in Computer Games -- 2. Getting Ready to Create a Game Design. Ch. 1. A Brief History of Interactive Entertainment. Ch. 2. Where to Start: Genres, Platforms, Audience, and Where Hollywood Missed the Mark. Ch. 3. What Every Designer Should Know About Computers. Ch. 4. The Design Proposal and Preliminary Design -- 3. The Game Design Document. Ch. 5. The List of Elements and the Tools to Create Them. Ch. 6. The Game Design Document: Details -- 4. Principles of Game Design. Ch. 7. Principle 1: Great Rhythm. Ch. 8. Principle 2: Naturalness. Ch. 9. Other Principles -- 5. Production Information for the Interactive Designer. Ch. 10. The Production Plan, Team, and Process. Ch. 11. Working with Technologists. Ch. 12. The 3 A.M. Green Syndrome -- 6. Technical Issues for Designers. Ch. 13. Computer Systems. Ch. 14. The Technical Design Document -- 7. Interactive Storytelling.
Holdings
Item type Home library Call number Status Date due Barcode Item holds
Two Week Loan Two Week Loan College Lane Learning Resources Centre Main Shelves 794.8154 DOM (Browse shelf(Opens below)) Available 4404186463
Two Week Loan Two Week Loan College Lane Learning Resources Centre Main Shelves 794.8154 DOM (Browse shelf(Opens below)) Available 4404186356
Total holds: 0

Enhanced descriptions from Syndetics:

1. If You're Interested in Computer Games -- 2. Getting Ready to Create a Game Design. Ch. 1. A Brief History of Interactive Entertainment. Ch. 2. Where to Start: Genres, Platforms, Audience, and Where Hollywood Missed the Mark. Ch. 3. What Every Designer Should Know About Computers. Ch. 4. The Design Proposal and Preliminary Design -- 3. The Game Design Document. Ch. 5. The List of Elements and the Tools to Create Them. Ch. 6. The Game Design Document: Details -- 4. Principles of Game Design. Ch. 7. Principle 1: Great Rhythm. Ch. 8. Principle 2: Naturalness. Ch. 9. Other Principles -- 5. Production Information for the Interactive Designer. Ch. 10. The Production Plan, Team, and Process. Ch. 11. Working with Technologists. Ch. 12. The 3 A.M. Green Syndrome -- 6. Technical Issues for Designers. Ch. 13. Computer Systems. Ch. 14. The Technical Design Document -- 7. Interactive Storytelling.