LEADER 04344nam 2200649 a 450 001 9910811399303321 005 20200520144314.0 010 $a1-118-23933-4 010 $a1-280-67426-1 010 $a9786613651198 010 $a1-118-22609-7 035 $a(CKB)2670000000166876 035 $a(EBL)818112 035 $a(OCoLC)784883599 035 $a(SSID)ssj0000656109 035 $a(PQKBManifestationID)11371114 035 $a(PQKBTitleCode)TC0000656109 035 $a(PQKBWorkID)10631906 035 $a(PQKB)11281376 035 $a(Au-PeEL)EBL818112 035 $a(CaPaEBR)ebr10558132 035 $a(CaONFJC)MIL365119 035 $a(CaSebORM)9781118159279 035 $a(MiAaPQ)EBC818112 035 $a(EXLCZ)992670000000166876 100 $a20111215d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGame design essentials$b[electronic resource] /$fBriar Lee Mitchell 205 $a1st ed. 210 $aIndianapolis, Ind. $cJohn Wiley & Sons$d2012 215 $a1 online resource (322 p.) 225 1 $aSerious skills 300 $aIncludes index. 311 $a1-118-15927-6 327 $aGame 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 327 $aCreating 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 Design Document; Level Design; Spatial Design 327 $aHub-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 4 327 $aChapter 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 330 $aAn easy-to-follow primer on the fundamentals of digital game design The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing.Teaches basic skill sets in the context of current systems, genres, and game-play stylesDemonstrates how to design for different sectors withi 410 0$aSerious skills. 606 $aVideo games$xDesign 615 0$aVideo games$xDesign. 676 $a794.81 676 $a794.816693 700 $aMitchell$b Briar Lee$01621980 712 02$aSybex Inc. 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910811399303321 996 $aGame design essentials$93955569 997 $aUNINA