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MARC Record from marc_nuls

Record ID marc_nuls/NULS_PHC_180925.mrc:192332416:4951
Source marc_nuls
Download Link /show-records/marc_nuls/NULS_PHC_180925.mrc:192332416:4951?format=raw

LEADER: 04951pam 22003734a 4500
001 9920062380001661
005 20150423124245.0
008 060828s2007 njua 001 0 eng
010 $a 2006028567
020 $a0131687433 (alk. paper)
035 $a(CSdNU)u287083-01national_inst
035 $a(OCoLC)71223261
035 $a(OCoLC)71223261
035 $a(OCoLC)71223261
040 $aDLC$cDLC$dYDX$dBAKER$dOrLoB-B
049 $aCNUM
050 00 $aQA76.76.C672$bM622 2007
082 00 $a794.8/1526$222
100 1 $aMoore, Michael E.
245 10 $aIntroduction to the game industry /$cMichael E. Moore with Jennifer Sward.
260 $aUpper Saddle River, N.J. :$bPearson Prentice Hall,$cc2007.
300 $axvii, 726 p. :$bill. ;$c24 cm.
490 1 $aGame design and development series
500 $aIncludes index.
505 0 $aGame Design and Development Series Walk-Through -- Quality Assurance -- Part 1. Introduction to Games -- Chapter 1. An Introduction to Games -- What Are Games? -- The Growth of the Game Industry -- The Game Development Process -- Chapter 2. The Evolution of Games -- The Beginning of Games -- The First Board Games -- The Rise of Commercial Board Games -- The Birth of Electronic Gaming -- Chapter 3. Game Genres -- Game Genres -- Action Games -- Adventure Games -- Role-Playing Games -- Strategy Games -- Simulation Games -- Vehicle Games -- Puzzle Games -- Sports Games -- Chapter 4. Overview of Game Platforms -- Game Platforms -- Evolution of Game Platforms -- Personal Computers -- Video Consoles -- Handheld Game Platforms -- Part 2. Game Development Cycle -- Chapter 5. The Production Cycle -- Phases of the Production Cycle -- Preproduction Phase -- Production Phase -- Chapter 6. The Production Team -- Management -- Design -- Programming -- Art -- Auxiliary Staff -- Chapter 7. Scheduling and Budgets -- Management Tools -- Building a Realistic Schedule -- Budgeting -- Part 3. Documenting the Idea -- Chapter 8. The Elements of Gameplay -- The Fun Factor -- Gameplay Elements -- Design Goals -- Dangers in Game Design -- Chapter 9. Committing Ideas to Paper -- Coming Up with a Game Idea -- Pitch Paper -- Game Proposal -- Chapter 10. The Game Design Document -- Purpose of the Game Design Document -- The Concept Game Design Document -- Structure of the Game Design Document -- Section I. The Introduction -- Section II. Gameplay Mechanics -- Section III. Descriptions -- The Production Game Design Document -- Chapter 11. Technical Review -- Technical Design Document -- Structure of the Technical Design Document -- Art Design Document -- Structure of the Art Design Document -- Part 4. Implementing the Vision -- Chapter 12. Coding the Game -- Coding Overview -- Game Engine Modules -- Other Programming Tasks -- Nonprogramming Tasks -- Chapter 13. Visualizing the Game -- Basics of Computer Graphics -- 2D Art Tasks -- Art in a 2D Game -- Character Art -- Drawing 2D Art to the Screen -- 3D Art Tasks -- Drawing 3D Art to the Screen -- Additional Tasks for the Art Team -- Chapter 14. Hearing the Game -- The Functions of Audio in Games -- How Game Audio Works -- Music in Games -- Sound Effects in Games -- Voices in Games -- Part 5. Elements of Game Design Implementation -- Chapter 15. Interface Design -- User Interface Elements -- Designing the Interface -- Shell Interface -- In-Game Interface -- Ease of Use -- Chapter 16. Mathematics and Artificial Intelligence in Games -- The Mathematics of Games -- Charts and Tables (The Game Database) -- Balancing the Game -- Artificial Intelligence -- Chapter 17. Storytelling in Games -- Narrative Structure in Games -- Interactive Dialogue -- Chapter 18. Prototyping and Building Playfields -- Prototypes -- Designing Playfields -- Map and Level Editors -- Chapter 19. Completing the Game -- Balancing the Game -- Pushing Toward Completion -- Testing the Game -- Gold Release and Beyond -- Packaging the Game -- Conducting a Postmortem -- Part 6. The Business Side of Games -- Chapter 20. Marketing the Game -- Marketing Department Responsibilites -- Preselling a Game -- Marketing Campaign -- Advertising Games -- Other Marketing Tasks -- Chapter 21. Economics of the Game Industry -- Game Industry Economics 101 -- Mobile and Handheld Games -- Financial Drains -- Surviving as an Independent Developer -- Chapter 22. Breaking into the Game Industry -- Getting a Testing Position -- Getting a Job -- Working at a Game Company.
650 0 $aComputer games$xProgramming.
650 0 $aComputer games$xMarketing.
650 0 $aElectronic games industry.
830 0 $aGame design and development.
938 $aBaker & Taylor$bBKTY$c77.33$d77.33$i0131687433$n0006752288$sactive
947 $fSOBM-BUS$hCIRCSTACKS$p$73.46$q1
949 $aQA 76.76.C672 M622 2007$i31786102319883
994 $a92$bCNU
999 $aQA 76.76 .C672 M622 2007$wLC$c1$i31786102319883$d7/20/2011 $e6/15/2011$lCIRCSTACKS$mNULS$n8$q1$rY$sY$tBOOK$u12/4/2006