The art of interactive entertainment design.
Material type: TextPublication details: McGraw-Hill, 1997.ISBN:- 0070174970
- 794.8154 21
Item type | Home library | Call number | Status | Date due | Barcode | Item holds | |
---|---|---|---|---|---|---|---|
Two Week Loan | College Lane Learning Resources Centre Main Shelves | 794.8154 DOM (Browse shelf(Opens below)) | Available | 4404186463 | |||
Two Week Loan | College Lane Learning Resources Centre Main Shelves | 794.8154 DOM (Browse shelf(Opens below)) | Available | 4404186356 |
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.