LEADER 01203cam0-22004451i-4500 001 990006067900403321 005 20161123135924.0 010 $a88-15-00518-8 035 $a000606790 035 $aFED01000606790 035 $a(Aleph)000606790FED01 035 $a000606790 100 $a20000112d1984----km-y0itay50------ba 101 0 $aita 102 $aIT 105 $ay---j---001yy 200 1 $aManuale di diritto pubblico$fa cura di Giuliano Amato e Augusto Barbera 205 $a3. ed. 210 $aBologna$cil Mulino$d1984 215 $a1164 p.$d21 cm 225 1 $aStrumenti$iDiritto 610 0 $aDiritto pubblico 676 $a342$v11 rid.$zita 676 $a342.45 676 $a342.450402 702 1$aAmato,$bGiuliano$f<1938- > 702 1$aBarbera,$bAugusto$f<1938- > 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990006067900403321 952 $aII NN 59$b1692$fDCEC 952 $aE-31$b305$fDDRC 952 $aXX 31 (8)$b15582*$fFGBC 952 $aXX 31 (1)$b4739*$fFGBC 952 $aD-VIII-53$b3180 lav.$fDDRC 959 $aFGBC 959 $aDDRC 959 $aDCEC 996 $aManuale di diritto pubblico$965824 997 $aUNINA LEADER 01376nam 2200457 450 001 9910811863003321 005 20230807212937.0 010 $a2-335-16764-2 035 $a(CKB)3710000000853632 035 $a(EBL)4678933 035 $a(MiAaPQ)EBC4678933 035 $a(Au-PeEL)EBL4678933 035 $a(CaPaEBR)ebr11265615 035 $a(OCoLC)958077991 035 $a(EXLCZ)993710000000853632 100 $a20200121d2015 uy 0 101 0 $afre 135 $aur|n|---||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPour se de?fendre sans armes /$fSalmson-Creak 210 1$a[Place of publication not identified] :$cE?ditions Ligaran,$d[2015] 210 4$dİ2015 215 $a1 online resource (76 p.) 225 0 $aLivre nume?rique 300 $aDescription based upon print version of record. 327 $aPage de titre; I; II; III; IV; V; VI; VII; VIII; IX; X; XI; XII; XIII; XIV; Page de Copyright 606 $aSelf-defense 606 $aHand-to-hand fighting 615 0$aSelf-defense. 615 0$aHand-to-hand fighting. 676 $a613.66 700 $aSalmson-Creak$01698807 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910811863003321 996 $aPour se de?fendre sans armes$94080554 997 $aUNINA LEADER 04530nam 2200733 a 450 001 9910964518103321 005 20251214163328.0 010 $a9786613651198 010 $a9781118239339 010 $a1118239334 010 $a9781280674266 010 $a1280674261 010 $a9781118226094 010 $a1118226097 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(OCoLC)806459290 035 $a(OCoLC)ocn806459290 035 $a(Perlego)1000231 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 /$fBriar Lee Mitchell 205 $a1st ed. 210 $aIndianapolis, Ind. $cJohn Wiley & Sons$d2012 215 $a1 online resource (322 p.) 225 1 $aSerious skills 300 $aIncludes index. 311 08$a9781118159279 311 08$a1118159276 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$01814745 712 02$aSybex, Inc. 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910964518103321 996 $aGame design essentials$94368808 997 $aUNINA