Record ID | marc_columbia/Columbia-extract-20221130-034.mrc:21088168:4832 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:21088168:4832?format=raw |
LEADER: 04832cam a2200733Mi 4500
001 16640415
005 20220817092113.0
006 m o d
007 cr cn|||||||||
008 180306s2008 flu o 000 0 eng d
035 $a(OCoLC)on1027755117
035 $a(NNC)16640415
040 $aCRCPR$beng$erda$cCRCPR$dOCLCO$dOCLCF$dOCLCQ$dOCLCO$dYDX$dEBLCP$dMERUC$dNLE$dOCLCQ$dAU@$dUKMGB$dOTZ$dTYFRS$dOCLCQ$dK6U$dOCLCO$dOCL
015 $aGBB8D8773$2bnb
016 7 $a018982649$2Uk
019 $a1021288911
020 $a9781482267334$q(e-book)
020 $a1482267330
020 $z1138403253
020 $z9781138403253
020 $z9780123743282
024 7 $a10.1201/9781482267334$2doi
035 $a(OCoLC)1027755117$z(OCoLC)1021288911
037 $aTANDF_377917$bIngram Content Group
050 4 $aQA76.9.H85 S935 2009
072 7 $aCOM012040$2bisacsh
072 7 $aART046000$2bisacsh
072 7 $aUMK$2bicssc
072 7 $aUG$2bicssc
082 04 $a794.8/1526
049 $aZCUA
100 1 $aSwink, Steve,$eauthor.
245 10 $aGame Feel :$ba Game Designer's Guide to Virtual Sensation /$cSteve Swink.
250 $aFirst edition.
264 1 $aBoca Raton, FL :$bCRC Press,$c2008.
300 $a1 online resource :$btext file, PDF
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
520 2 $a""Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described."--Provided by publisher.
505 0 $aCover; Half Title; Title Page; Copyright Page; Dedication; Contents; Acknowledgments; About the Author; Introduction; 1. Defining Game Feel; 2. Game Feel and Human Perception; 3. The Game Feel Model of Interactivity; 4. Mechanics of Game Feel; 5. Beyond Intuition: Metrics for Game Feel; 6. Input Metrics; 7. Response Metrics; 8. Context Metrics; 9. Polish Metrics; 10. Metaphor Metrics; 11. Rules Metrics; 12. Asteroids; 13. Super Mario Brothers; 14. Bionic Commando; 15. Super Mario 64; 16. Raptor Safari; 17. Principles of Game Feel; 18. Games I Want to Make; 19. The Future of Game Feel; Index
504 $aIncludes bibliographical references and index.
650 0 $aAnimation (Cinematography)
650 0 $aGames.
650 0 $aComputer games.
650 0 $aComputer games$xProgramming.
650 6 $aJeux d'ordinateur$xProgrammation.
650 6 $aAnimation (Cinéma)
650 7 $aanimations (visual works)$2aat
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
650 7 $aAnimation (Cinematography)$2fast$0(OCoLC)fst00809628
650 7 $aComputer games.$2fast$0(OCoLC)fst00872108
650 7 $aGames.$2fast$0(OCoLC)fst00937529
650 17 $aProgrammatuurtechniek.$2gtt$0(NL-LeOCL)089356934
650 17 $aComputerspellen.$2gtt$0(NL-LeOCL)078473683
650 17 $aMens-computer-interactie.$2gtt$0(NL-LeOCL)090921704
650 7 $aSpelprogrammering.$2sao
650 7 $aDatorspel$xdesign.$2sao
650 7 $aMänniska-dator-interaktion.$2sao
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $z9781482267334$z9780123743282$z9781138403253
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16640415$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS