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  • 1
    Online Resource
    Online Resource
    Indianapolis, Ind. : New Riders | Boston, MA :Safari,
    Language: English
    Pages: xxxiii, 539 p. , ill. (some col.) ; , 26 cm
    DDC: 794.8/1526
    Keywords: Computer games ; Design ; Computer games ; Programming ; Computer graphics ; Electronic books ; local
    Abstract: David Freeman brings you the inside scoop on how to apply the Emotioneering™ techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after because they're the key to mass market success in today's competitive game market. The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as "Grand Theft Auto: Vice City"; "Deus Ex"; and "Thief" I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.
    Note: Includes index
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  • 2
    Online Resource
    Online Resource
    Indianapolis, Ind. : New Riders | Boston, MA :Safari,
    Language: English
    Pages: xi, 476 p. , ill. ; , 24 cm
    DDC: 794.8/1526
    Keywords: Computer games ; Design ; Computer games ; Programming ; Electronic books ; local
    Abstract: Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
    Note: Includes index
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  • 3
    Online Resource
    Online Resource
    Indianapolis, Ind. : New Riders | Boston, MA :Safari,
    Language: English
    Pages: xxvi, 621 p. , ill. ; , 24 cm
    Edition: 1st ed.
    DDC: 794.8/1536
    Keywords: Computer games ; Design ; Computer games ; Programming ; Electronic books ; local
    Abstract: How often have you heard "anyone can design a game?" While it seems likean easy job, game ideas are cheap and plentiful. Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle. Andrew Rollingsand 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 thekey game design elements: examining game concepts and worlds,storytelling, character and user interface design, core mechanics andbalance. The second half discusses each of the major game genres(action, adventure, role-playing, strategy, puzzle, and so on) andidentifies the design patterns and unique creative challenges thatcharacterize them. Filled with examples and worksheets, this book takesan accessible, practical approach to creating fun, innovative, andhighly playable games.
    Note: Includes bibliographical references (p. [589]-593) and index
    Library Location Call Number Volume/Issue/Year Availability
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