000 | 03036cam a2200565 i 4500 | ||
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001 | 9781003097006 | ||
003 | FlBoTFG | ||
005 | 20220724194302.0 | ||
006 | m o d | ||
007 | cr cnu---unuuu | ||
008 | 201216s2021 flua o 001 0 eng d | ||
040 |
_aOCoLC-P _beng _erda _epn _cOCoLC-P |
||
020 |
_a9781000286755 _q(electronic bk.) |
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020 |
_a1000286754 _q(electronic bk.) |
||
020 |
_a9781000286830 _q(ePub ebook) |
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020 | _a1000286835 | ||
020 |
_a9781000286793 _q(Mobipocket ebook) |
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020 | _a1000286797 | ||
020 |
_a9781003097006 _q(ebook) |
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020 | _a1003097006 | ||
020 | _z9780367562458 | ||
020 | _z0367562456 | ||
020 | _z9780367556532 | ||
020 | _z0367556537 | ||
024 | 7 |
_a10.1201/9781003097006 _2doi |
|
035 |
_a(OCoLC)1227045956 _z(OCoLC)1222776307 |
||
035 | _a(OCoLC-P)1227045956 | ||
050 | 4 |
_aGV1469.3 _b.O36 2020 |
|
072 | 7 |
_aCOM _x014000 _2bisacsh |
|
072 | 7 |
_aGAM _x013000 _2bisacsh |
|
072 | 7 |
_aUY _2bicssc |
|
082 | 0 | 4 |
_a794.8 _223 |
100 | 1 |
_aO'Connor, Phil _c(Video game designer), _eauthor. |
|
245 | 1 | 4 |
_aThe craft and science of game design : _ba video game designer's manual / _cPhil O'Connor. |
264 | 1 |
_aBoca Raton : _bCRC Press, _c2021. |
|
300 |
_a1 online resource (122 pages) : _bcolor illustrations |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
520 | _aThe Craft and Science of Game Design: A Video Game Designer's Manual goes into the nuts and bolts of video game development from the perspective of a veteran designer with more than 20 years of experience in the industry. It covers the psychology and biology of why people play games and goes in depth on the techniques and tricks professional game designers use to be successful in game development. If you are looking to make a career in video games, or are already in the industry, the insights and hard-earned lessons contained in this book are sure to be useful at all levels of the profession. Originally from Canada, Phil O'Connor has been making video games all over the world since 1997. Phil has worked at some of the industry's largest studios on some of the biggest projects, including Far Cry 3 and Rainbow Six Siege. With credits on nearly 20 games, Phil has shared in this book some of the less-known details of being a game designer in today's video game industry, along with a breakdown of some of the skills to help professional designers shine. | ||
588 | _aOCLC-licensed vendor bibliographic record. | ||
650 | 0 |
_aVideo games _xDesign _xVocational guidance. |
|
650 | 0 |
_aVideo games _xProgramming _vVocational guidance. |
|
650 | 0 | _aVideo games industry. | |
650 | 7 |
_aCOMPUTERS / Computer Science _2bisacsh |
|
650 | 7 |
_aGAMES / Video & Electronic _2bisacsh |
|
856 | 4 | 0 |
_3Read Online _uhttps://www.taylorfrancis.com/books/9781003097006 |
856 | 4 | 2 |
_3OCLC metadata license agreement _uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf |
942 |
_2lcc _cEBK |
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999 |
_c15839 _d15839 |