It looks like you're offline.
Open Library logo
additional options menu

MARC Record from Library of Congress

Record ID marc_loc_2016/BooksAll.2016.part36.utf8:123555560:1317
Source Library of Congress
Download Link /show-records/marc_loc_2016/BooksAll.2016.part36.utf8:123555560:1317?format=raw

LEADER: 01317cam a22002774a 4500
001 2009024173
003 DLC
005 20100522083633.0
008 090625s2010 nyua j 001 0 eng
010 $a 2009024173
020 $a9781604136036
040 $aDLC$cDLC$dDLC
050 00 $aQA76.76.C672$bE33 2010
082 00 $a794.801/51$222
100 1 $aEgan, Jill.
245 10 $aHow video game designers use math /$cby Jill Egan ; math curriculum consultant, Rhea A. Stewart.
260 $aNew York :$bChelsea Clubhouse,$cc2010.
300 $a32 p. :$bcol. ill. ;$c25 cm.
490 0 $aMath in the real world
500 $aIncludes index.
505 0 $aWhat is video game design? -- Designing for the audience -- What a character! -- Creating a scene -- All about animation -- Thinking about speed -- Creating color -- What's that sound? -- On the level -- 3-D design -- Capturing motion -- Meet Satoshi Tajiri -- If you want to be a video game designer -- Answer key.
650 0 $aComputer games$xMathematics$vJuvenile literature.
650 0 $aComputer animation$xMathematics$vJuvenile literature.
650 0 $aVideo games$xMathematics$vJuvenile literature.
650 0 $aComputer games$xProgramming$xVocational guidance$vJuvenile literature.
650 0 $aVideo games$xDesign$xVocational guidance$vJuvenile literature.