1.

Record Nr.

UNISALENTO991001326039707536

Autore

Brezis, Haim

Titolo

Semigroup, theory and applications / eds. H. Brezis, M. G. Crandall, F. Kappel

Pubbl/distr/stampa

Harlow, Essex, England : Longman ; New York : John Wiley, 1986

ISBN

0582994527 (V.1)

0582994543 (V.2)

Descrizione fisica

2 v. ; 23 cm.

Collana

Pitman research notes in mathematics series, ISSN 02693674 ; 141

Pitman research notes in mathematics series, ISSN 02693674 ; 152

Classificazione

AMS 35-06

AMS 35-XX

AMS 35K55

AMS 35L70

AMS 35Q20 (1985)

AMS 46-06

AMS 47H15

AMS 47H20

AMS 76S05

QA329.S46

Altri autori (Persone)

Crandall, Michael G.

Kappel, Franz

Disciplina

515.7

Soggetti

Nonlinear operators - Congresses

Semigroups of operators - Congresses

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

2 V.

Includes bibliographies

Papers presented at the Autumn Course of 1984 held at the International Centre for Theoretical Physics, in Miramare, Trieste, Italy.



2.

Record Nr.

UNINA9911031642103321

Autore

Lockhart Bobby

Titolo

The Game Designer's Workbook : Hands-On Tools, Exercises, Walkthroughs, and Resources for New Game Designers

Pubbl/distr/stampa

Newark : , : John Wiley & Sons, Incorporated, , 2025

©2026

ISBN

1-394-27395-9

1-394-40666-5

1-394-27394-0

Edizione

[1st ed.]

Descrizione fisica

1 online resource (211 pages)

Altri autori (Persone)

LangEric

Disciplina

794.8/3

Soggetti

Video games - Design

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Cover -- Title Page -- Copyright Page -- About the Authors -- Acknowledgments -- Contents -- How to Use This Book -- Types of Exercises -- Additional Resources -- Chapter One Setting the Stage -- Reflection: Who Is the Game Designer You? -- What Is...a GDD? -- Remix: Tic-Tac-Toe (Naughts &amp -- Crosses) -- Level Design: Mazes -- What a Concept: Accessibility -- Think Like a Game Designer -- Cross-Training: Schematic Drawing -- Breaking It Down: Capturing the Feeling -- Randomized Game Idea: Pencil-and-Paper Games -- Chapter Two Abstract Strategy -- Reflection: A Gameplay Memory -- Remix: Connect Four -- What a Concept: Forks -- Level Design: Dots and Boxes -- Think Like a Game Designer -- What Is...MDA? -- Narrative Design: Abstract Strategy -- Breaking It Down: Discretizing Time and Space -- Narrative Design: Theming -- Randomized Game Idea: Abstract Strategy -- Chapter Three Story -- Cross-Training: Storyboarding -- What a Concept: Story Flow -- Narrative Design: Roll and Move -- Randomized Game Idea: Hidden Role -- Breaking It Down: Anatomy of a Story -- Chapter Four Sport -- Reflection: Rules Heavy and Light -- Level Design: Soccer/Football -- Remix: Basketball -- Randomized Game Idea: Sport -- Breaking It Down: Playground Games -- Cross-Training: Toy Design -- Chapter Five Word Games -- Reflection: Serious Games -- Remix: Word Scramble -- Level Design:



Crossword Puzzle -- Randomized Game Idea: Word Game -- Remix: Hangman -- Level Design: Word Find -- What a Concept: Chain Reactions -- Chapter Six Quantitative -- Reflection: Player Feedback -- Cross-Training: Probability -- What a Concept: Emergence -- Breaking It Down: Balance -- What a Concept: Randomness -- Narrative Design: Variables -- Level Design: Race Track -- Remix: Battling Ships -- What a Concept: Randomness 2 -- Chapter Seven Outside the Box -- Reflection: Player Creativity.

Cross-Training: Theme Park Design -- Breaking It Down: Bodies -- Narrative Design: Micro-RPG -- Characters -- Randomized Game Idea: Roll and Move -- Cross-Training: Pub Trivia -- Chapter Eight Bonus Round -- Reflection: Sources of Value in Games -- Cross-Training: Wireframes -- Breaking It Down: Drawing Games -- Level Design: Sokoban -- Reflection: Continuing to Grow -- Further Reading -- Appendix A: Random Dice, Cards, Letters -- Appendix B: Additional Workspaces and Grids -- EULA.

Sommario/riassunto

Hands-on tools, exercises, walkthroughs, and resources for new game designers.All you need is a pencil!In The Game Designer's Workbook, two experienced game designers, Bobby Lockhart and Eric Lang, walk you through design tips and exercises you can apply immediately to take your next game to the next level.