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1. |
Record Nr. |
UNINA9910157772903321 |
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Autore |
Williams May |
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Titolo |
Snow Prints |
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Pubbl/distr/stampa |
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ISBN |
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Descrizione fisica |
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1 online resource (215 p.) |
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Lingua di pubblicazione |
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Materiale a stampa |
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Livello bibliografico |
Monografia |
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With a successful career, and his dream house under construction, the only thing missing from Adrien Peterson's life is love. Since high school, Adrien's heart has belonged to the irresistible Gracie Sinclair. If only he could make her see it...Single mother Gracie's worked hard for everything she's got. Between her son, her nursing job, and violin playing, she's built a life that, if not a dream, is something she can be proud of. She's had enough lovers and family walk out on her to know not to want more. But then Adrien moves next door while his house is being built, bringing with him a tempting charm she remembers all too well.Adrien is determined to break down the walls around Gracie's heart. When she reluctantly agrees to a six-week trial relationship, he has one shot to show her just what a dream love can be. |
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2. |
Record Nr. |
UNINA9910964518103321 |
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Autore |
Mitchell Briar Lee |
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Titolo |
Game design essentials / / Briar Lee Mitchell |
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Pubbl/distr/stampa |
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Indianapolis, Ind., : John Wiley & Sons, 2012 |
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ISBN |
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9786613651198 |
9781118239339 |
1118239334 |
9781280674266 |
1280674261 |
9781118226094 |
1118226097 |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (322 p.) |
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Collana |
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Disciplina |
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Soggetti |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props |
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game |
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Design Document; Level Design; Spatial Design |
Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4 |
Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index |
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Sommario/riassunto |
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An easy-to-follow primer on the fundamentals of digital game design The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing.Teaches basic skill sets in the context of current systems, genres, and game-play stylesDemonstrates how to design for different sectors withi |
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