00901cam0 2200253 450 E60020004321620230728094942.020081215d1989 |||||ita|0103 baitaITGlottologia indoeuropeamanuale di grammatica comparata delle lingue indeuropee, con speciale riguardo del greco e del latino. Quarta edizione rivedutaVittore Pisani4 ed.TorinoRosemberg & Sellier1989XLVI, 326 p.24 cmPisani, VittoreA600200048911070157026ITUNISOB20230728RICAUNISOBUNISOB40075116E600200043216M 102 Monografia moderna SBNM400000332Si75116massimoUNISOBUNISOB20081215160007.020150323165423.0AlfanoGlottologia indoeuropea927903UNISOB04066nam 22005053 450 991103164210332120251027110048.01-394-27395-91-394-40666-51-394-27394-0(CKB)41524649300041(MiAaPQ)EBC32326213(Au-PeEL)EBL32326213(CaSebORM)9781394273935(OCoLC)1543507592(OCoLC-P)1543507592(OCoLC)1543213227(EXLCZ)994152464930004120251004d2025 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierThe Game Designer's Workbook Hands-On Tools, Exercises, Walkthroughs, and Resources for New Game Designers1st ed.Newark :John Wiley & Sons, Incorporated,2025.©2026.1 online resource (211 pages)1-394-27393-2 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.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.Video gamesDesignVideo gamesDesign.794.8/3Lockhart Bobby1851518Lang Eric1851519MiAaPQMiAaPQMiAaPQBOOK9911031642103321The Game Designer's Workbook4445309UNINA