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001 | 2007018643 | ||
003 | AE-DuAU | ||
005 | 20241127170639.0 | ||
008 | 070503s2008 njua b 001 0 eng | ||
010 | _a 2007018643 | ||
020 |
_a9781418042080 (pbk.) : _c76.95 |
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020 |
_a1418042080 (pbk.) : _c76.95 |
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_aDLC _cDLC _dBAKER _dBTCTA _dC#P _dYDXCP _dDLC |
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_aQA76.76.C672 _bN69 2008 |
069 | _a09193655 | ||
090 | _aQA 76.76 .C672 N69 2008 | ||
090 | _aQA 76.76 .C672 N69 2008 | ||
100 | 1 |
_aNovak, Jeannie, _d1966- _941025 |
|
245 | 1 | 0 |
_aGame development essentials : _ban introduction / _cJeannie Novak. |
250 | _a2nd ed. | ||
260 |
_aClifton Park, NY : _bThomson/Delmar Learning, _cc2008. |
||
300 |
_axxvii, 435 p. : _bill. (chiefly col.) ; _c26 cm. + _e1 CD-ROM (4 3/4 in.) |
||
336 |
_2rdacontent _atext _btxt |
||
337 |
_2rdamedia _aunmediated _bn |
||
338 |
_2rdacarrier _avolume _bnc |
||
504 | _aIncludes bibliographical references (p. 421-426) and index. | ||
505 | 0 | _aCh. 1. Historical elements : how did we get here? -- Ch. 2. Player elements : who plays and why? -- Ch. 3. Game elements : what are the possibilities? -- Ch. 4. Storytelling : creating the narrative -- Ch. 5. Characters : creating the identity -- Ch. 6. Gameplay : creating the experience -- Ch. 7. Levels : creating the world -- Ch. 8. Interface : creating the connection -- Ch. 9. Audio : creating the atmosphere -- Ch. 10. Roles & responsibilities : developing the team -- Ch. 11. Production & management : developing the process -- Ch. 12. Marketing & maintenance : developing the community -- Conclusion : the future : where are we going? | |
650 | 0 |
_aComputer games _xDesign. _991153 |
|
650 | 0 |
_aComputer games _xProgramming. _991156 |
|
650 | 0 |
_aVideo games _xDesign. _991158 |
|
852 |
_9p76.95 _y01-06-2009 |
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