LEADER 01698oam 2200541zu 450 001 9910164327503321 005 20210807002132.0 010 $a0-8031-5189-6 035 $a(CKB)3170000000044064 035 $a(SSID)ssj0001184086 035 $a(PQKBManifestationID)11634870 035 $a(PQKBTitleCode)TC0001184086 035 $a(PQKBWorkID)11190950 035 $a(PQKB)11534474 035 $a(EXLCZ)993170000000044064 100 $a20160829d1992 uy 101 0 $aeng 181 $ctxt 182 $cc 183 $acr 200 00$aAccess security screening : challenges and solutions 210 31$a[Place of publication not identified]$cASTM$d1992 225 0 $aSTP Access security screening 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-8031-1472-9 517 $aAccess Security Screening 606 $aAirports$xSecurity measures 606 $aFirearms 606 $aExplosives 606 $aImaging systems 606 $aMechanical Engineering$2HILCC 606 $aEngineering & Applied Sciences$2HILCC 606 $aAeronautics Engineering & Astronautics$2HILCC 615 0$aAirports$xSecurity measures. 615 0$aFirearms. 615 0$aExplosives. 615 0$aImaging systems. 615 7$aMechanical Engineering 615 7$aEngineering & Applied Sciences 615 7$aAeronautics Engineering & Astronautics 676 $a363.2/876 702 $aTsacoumis$b Theofolus P 712 02$aASTM Committee F-12 on Security Systems and Equipment 801 0$bPQKB 906 $aBOOK 912 $a9910164327503321 996 $aAccess security screening : challenges and solutions$92075548 997 $aUNINA LEADER 02899oam 2200649I 450 001 9910162825103321 005 20260313205216.0 010 $a9781315401201 010 $a1315401207 010 $a9781787850125 010 $a1787850129 010 $a9781315401225 010 $a1315401223 010 $a9781315401218 010 $a1315401215 024 7 $a10.1201/b21636 035 $a(CKB)3710000001033061 035 $a(MiAaPQ)EBC4790070 035 $a(OCoLC)970823000 035 $a(OCoLC)1385504162 035 $a(UkLoBP)BP9781315401225BVA 035 $a(EXLCZ)993710000001033061 100 $a20180331h20172017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aInteractive stories and video game art $ea storytelling framework for game design /$fChris Solarski 205 $a1st ed. 210 1$aBoca Raton :$cCRC Press,$d2017. 210 2$aLondon :$cBloomsbury Publishing (UK),$d2023. 215 $a1 online resource (221 pages) 300 $aAn A.K. Peters book--title page. 311 08$a9781138628755 311 08$a1138628751 311 08$a9781498781503 311 08$a1498781500 320 $aIncludes bibliographical references and index. 327 $asection 1. Primary shapes and dynamic composition -- section 2. The dramatic curve and transitions. 330 $a"The success of storytelling in games depends on the entire development team-game designers artists writers programmers and musicians etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us Journey and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality filmmakers gamification and transmedia experts and everybody else interested in experiencing resonant and meaningful interactive stories." 606 $aComputer games$xDesign 606 $aComputer games$xProgramming 606 $aVideo games$xDesign 606 $aGames development and programming 615 0$aComputer games$xDesign 615 0$aComputer games$xProgramming 615 0$aVideo games$xDesign 615 7$aGames development and programming 676 $a794.8/1536 700 $aSolarski$b Chris$cauthor,$01898922 801 0$bUkLoBP 801 1$bUkLoBP 906 $aBOOK 912 $a9910162825103321 996 $aInteractive stories and video game art$94557547 997 $aUNINA