Find a copy in the library
Finding libraries that hold this item...
|All Authors / Contributors:||
Drew Sikora; John Hattan
|Description:||xxiv, 627 pages : illustrations ; 23 cm|
|Contents:||Part 1: Design Chapter 1: You Got Game! Chapter 2: Removing the "Tech" from "Design Document" Chapter 3: How to Wrte an Effective Design Document Chapter 4: Elements of Video Game Style Chapter 5: Making Your Game Shine Chapter 6: Difficulty in Dexterity-Based Platform Games Chapter 7: Games and the Imagination Chapter 8: The Yin and Yang of Games: Code and Content Chapter 9: Designing Games for the Wage Slave: A Guide to Devloping Games for the 20-30 Demographic Chapter 10: Evolutionary Design: A Practical Process for Creating Great Game Designs Chapter 11: Motor Skill Learning in User Interfaces via Discretized Pie Menus Chapter 12: The ninja Game Writer: Applying Agile and Scrum Methodolgies to Game Writing Chapter 13: Massive Growing Pains: An Analysis of the Evolution of Gaming's Newest Genre Chapter 14: Encouraging Players to Socialize: Social Game Design Principles Chapter 15: The Story of Play Part 2: Art Chapter 16: Creating Good Game Art When You're Not an Artist Chapter 17: Drawing Pixel Art for Games Chapter 18: So You Want to Be a Pixel Artist? Chapter 19: Pushing the Horizon: Advanced Pixel Art for Games Chapter 20: Sprites and Animation Techniques Part 3: Sound Chapter 21: Bigger Than Big: The Game Audio Explosion- A Guide to Great Game Sound Chapter 22: Writing Game Music Chapter 23: The Game Audio Professional Chapter 24: The Game Audio Contractor Chapter 25: Tools and Techniques of an Audio Professional Chapter 26: "Smarter" Enemies Through Creative Dialogue|
|Responsibility:||Drew Sikora and John Hattan, series editors.|