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Andrew Rollings and Ernest Adams on Game Design
  • Language: en
  • Pages: 652

Andrew Rollings and Ernest Adams on Game Design

  • Type: Book
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  • Published: 2003
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  • Publisher: New Riders

How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.

Andrew Rollings and Ernest Adans on Game Design.
  • Language: en
  • Pages: 400

Andrew Rollings and Ernest Adans on Game Design.

  • Type: Book
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  • Published: 2003-06
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  • Publisher: Unknown

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Fundamentals of Game Design
  • Language: en
  • Pages: 726

Fundamentals of Game Design

Game design is the most fundamental skill you need for a career in the video game industry. Noted authors and game developers Ernest Adams and Andrew Rollings lead you through the concepts, principles, and techniques for designing an entire video game. The first half of the book gives you the necessary groundwork for creating worlds, characters, stories, gameplay, core mechanics, and a user interface. It also shows you a process by which to approach the task. The second half of the book applies the principles of the first half to the most common game genres on the market today including action games, strategy games, role-playing games, and vehicle simulations.

Game Architecture and Design
  • Language: en
  • Pages: 964

Game Architecture and Design

A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.

An Architectural Approach to Level Design
  • Language: en
  • Pages: 474

An Architectural Approach to Level Design

  • Type: Book
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  • Published: 2018-09-03
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  • Publisher: CRC Press

Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects archi...

Racing the Beam
  • Language: en
  • Pages: 193

Racing the Beam

  • Type: Book
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  • Published: 2020-02-25
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  • Publisher: MIT Press

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital...

Legal Education in the Digital Age
  • Language: en
  • Pages: 271

Legal Education in the Digital Age

  • Categories: Law

This collection of essays by legal scholars explores the digital revolution that has transformed legal education. It discusses the way digital materials will be created and how they will change concepts of authorship as well as methods of production and distribution. The book also explores the impact of digital materials on law school classrooms and law libraries, and the potential transformation of the curriculum that these materials are likely to produce.

Theory of Fun for Game Design
  • Language: en
  • Pages: 292

Theory of Fun for Game Design

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

Millennials in Architecture
  • Language: en
  • Pages: 351

Millennials in Architecture

Much has been written about Millennials, but until now their growing presence in the field of architecture has not been examined in-depth. In an era of significant challenges stemming from explosive population growth, climate change, and the density of cities, Millennials in Architecture embraces the digitally savvy disruptors who are joining the field at a crucial time, as it grapples with the best ways to respond to a changing physical world. Taking a clear-eyed look at the new generation in the context of the design professions, Darius Sollohub begins by situating Millennials in a line of generations stretching back to early Modernism, exploring how each generation negotiates the ones bef...

Transmedia Practice: A Collective Approach
  • Language: en
  • Pages: 181

Transmedia Practice: A Collective Approach

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

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