Andrew Rollings and Ernest Adams on game design:
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Indianapolis, Ind.
New Riders
2003
|
Ausgabe: | 1. print. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | XXVI, 621 S. Ill., graph. Darst. |
ISBN: | 1592730019 9781592730018 |
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Datensatz im Suchindex
_version_ | 1804135129369542656 |
---|---|
adam_text | Table
of
Contents
Introduction
xxi
Part I The Elements of Game Design
Chapter
1
What Is Game Design?
Art, Science, or Craft?
Chapter
2
The Anatomy of Game Design
The Importance of Game Design
Seeking the Key Elements of Games
Laying Down the Ground Rules
Documenting the Design
Why Do We Need Documents?
The Types of Design Documents
Anatomy of a Game Designer
Imagination
Technical Awareness
Analytical Competence
Mathematical Competence
Aesthetic Competence
General Knowledge
Writing Skills
Drawing Skills
The Ability to Compromise
Putting It Together
Game Concepts
Getting an Idea
Dreaming the Dream
Game Ideas from Other Media
Game Ideas from Other Games
From Dream to Game
The Elements of a Game
Games, Toys, and Puzzles
Challenges,
Gameplay,
and the Victory Condition
Setting, Interaction Model, and Perspective
The Player s Role
4
5
5
7
8
13
13
15
18
19
20
21
22
22
23
24
25
26
27
29
29
30
31
32
33
34
34
35
36
38
Chapter
3
Modes and Structure
38
Realism
39
A Word
About
Story
40
Understanding Your Audience
41
Core Versus Casual
41
The Genres of Interactive Entertainment
42
The Types of Game Machines
44
Home Game Consoles
44
Personal Computers
45
Handheld Game Machines
46
Other Devices
46
Motivations That Influence Design
47
Market-Driven Games
47
Designer-Driven Games
48
License Exploitation
49
Technology-Driven Games
51
Art-Driven Games
52
Entertainment and Integration
52
Game Concept Worksheet
53
Putting It Together
53
Game Settings and Worlds
55
The Purpose of a Game Setting
56
The Graphics Versus
Gameplay
Debate
57
Immersiveness and Suspension of Disbelief
58
The Importance of Harmony
58
The Dimensions of a Game World
60
The Physical Dimension
60
The Temporal Dimension
65
The Environmental Dimension
69
The Emotional Dimension
75
The Ethical Dimension
77
Realism and Abstraction
81
The Save-Game Issue
82
Reasons for Saving a Game
83
Consequences for Immersion and Storytelling
84
Ways of Saving a Game
84
To Save or Not to Save
86
Puttine It Together
87
Chapter
4
Storytelling and Narrative
Stories in Games
Simple Backstories
Who Is the Storyteller?
The Monomyth and the Hero s Journey
The Story Vehicle
Plot Pacing
Gameplay
and Narrative
Multi-Part Stories
Storytelling and Narrative Worksheet
Putting It Together
Chapter
5
Character Development
Art-Driven Character Design
Visual Design
Physical Design and Super-Sensuality
Cute Sidekicks
Story-Driven Character Design
Character Development
The Character Archetypes
Character Development Worksheet
Putting It Together
Chapter
6
Creating the User Experience
What Is the User Experience?
The Interactive Element
The Visual Element
The Audio Element
The Human-Computer Interface
Evolution of the User Experience
Components of the User Experience
The Interactive Element
The Visual Element
The Audio Element
User Interface Worksheet
Putting It Together
89
91
92
92
93
110
111
113
115
118
119
121
122
122
123
128
130
131
137
145
145
147
148
149
149
149
149
150
166
168
191
193
196
197
Chapter
7
Chapter
8
Gameplay
199
Use of Language
200
Defining
Gameplay
200
Pure Challenges
202
Applied Challenges
228
Gameplay
Worksheet
236
Putting It Together
237
The Internal Economy of Games and Game Balancing
239
What Is Game Balance?
240
Static Balance
242
Randomness and Average Values
243
Dominant Strategies
244
Symmetry
250
Trade-Offs
260
Combination
261
Emergence
262
Feedback Loops
265
Summary of Static Balance
267
Dynamic Balance
267
What Are We Balancing?
268
Balanced Systems
271
Tools for Balancing
281
Design for Modification
281
Design Prototyping
283
Future Potential
284
Internal Economy Worksheet
285
Putting It Together
285
Part II The Genres of Games
Chapter
9
Action Games
Action Game Genres
Shooters
Non-Shooters
Design Elements
The Rules
Victory Conditions
289
289
290
296
298
299
311
Interaction
Model
313
Perspective
314
User Interface Design
315
Special
Design
Considerations for
Action
Games
318
Action
Game Worksheet
319
Putting It Together
320
Chapter
10
Strategy Games
321
The Common Elements of Strategy Games
323
Themes
324
Setting
338
Interaction Model
339
Perspective
340
User Interface
341
Designing Opponents
342
Strategy Game Worksheet
343
Putting It Together
344
Chapter
11
Role-Playing Games
347
The Common Elements of Role-Playing Games
348
Themes
350
Setting
351
Interaction Model
358
Perspective
364
CRPG Worksheet
367
Putting It Together
368
Chapter^ Sports Games
371
The Common Elements of Sports Games
372
Rules
372
Competition Modes
373
Victory and Loss Conditions
373
Setting
374
Interaction Model
375
Perspective
375
User Interface Design
376
Player Roles
377
Structure
378
Special Design Issues
for Sports
Games
378
Physics for Sports Games
378
Rating the Athletes
379
Athlete
AI
Design
380
Injuries
382
Arcade Mode Versus Simulation Mode
383
Simulating Matches Automatically
384
Licenses, Trademarks, and Publicity Rights
385
Audio Commentary
387
Other Peculiarities
390
Sports Game Worksheet
393
Putting It Together
394
Chapter
13
Vehicle Simulations
395
The Common Elements of Vehicle Simulations
396
The Rules
397
Competition Modes
398
Gameplay
and Victory Conditions
399
Setting
402
Interaction Model
403
Perspective
403
User Interface Design
405
The Player s Role
406
Other Vehicles
407
Boats and Ships
407
Tanks and Mechs
409
Spacecraft
411
Special Design Considerations for Vehicle Simulations
411
Creating the Sense of Speed
411
G-Forces
412
Designing Opponents
413
Intellectual Property Rights
413
Vehicle Simulation Worksheet
414
Putting It Together
415
Chapter
14
Construction and Management Simulations
417
The Common Elements of CMSs
418
Rules
418
Setting
426
Gameplay 426
The Player s Role
430
User Interface
432
Special Design Considerations for CMSs
434
Simulating Individuals
434
Advisors
436
Pure Business Simulations
437
Hybrid Games
439
Construction and Management Simulation Worksheet
439
Putting It Together
440
Chapter
15
Adventure Games
443
What Is an Adventure Game?
443
The Original Adventure
444
The Growth of Adventure Games
445
Adventure Games Today
445
The Common Elements of Adventure Games
447
Setting
447
Interaction Model
448
Perspective
449
Player Roles
455
Structure
456
Storytelling
457
Challenges
460
User Interface Design
462
Avatar Movement
462
Manipulating Objects
463
Special Design Considerations
468
Conversations with NPCs
468
Mapping
471
Journal Keeping
472
A Few Things to Avoid
472
Adventure Game Worksheet
475
Putting It Together
476
Chapter
16
Artificial Life, Puzzle Games, and Other Genres
477
Artificial Life Games
477
Artificial Pets
478
The Sims
480
Genetic
А
-Life Games
482
Puzzle Games
487
Scott Kim s Eight Steps
487
What Computers Bring to Puzzles
490
Checking the Victory Condition
491
Games for Girls
493
Mattel s Approach
494
A Few Misconceptions
496
A Final Note
497
Putting It Together
497
Chapter
17
Online Games
499
Advantages of Online Games
500
Player Socializing
500
Human Intelligence Instead of Artificial Intelligence
501
Online
Gameplay
Versus Local Multi-Player
Gameplay
501
Disadvantages of Online Games
503
Technical Issues
503
It s Harder to Suspend Disbelief
504
Misbehavior
505
The Need to Produce Content
505
Customer Service
506
Design Issues for Online Gaming
507
Arriving Players
507
Disappearing Players
508
Real-Time Versus Turn-Based Games
510
Chat
511
Collusion
513
Technical Security
515
Persistent Worlds
518
The Origins of Persistent-World Gaming
518
How Persistent Worlds Differ from Games
518
The Four Types of Players
521
Creating an Avatar
522
World Models
524
Avatar
Death
525
The Player-Killer Problem
526
The Nature of Time
529
Persistent World Economies
530
Final Thoughts on Persistent Worlds
531
Putting It Together
532
Chapter
18
The Future of Gaming
533
Gaming Hardware
533
Location-Based Entertainment
534
Home Video Game Consoles
536
Personal Computers
538
Handheld Game Machines, PDAs, and Telephones
540
Virtual Reality
541
The Future of Game Programming
542
Scene Representation
543
Animation
544
Natural Language Processing
546
Game Genres
548
Action Games
549
Strategy Games
550
Role-Playing Games
551
Sports Games
551
Vehicle Simulations
552
Construction and Management Simulations
553
Adventure Games
553
Broadband Networking
554
Electronic Distribution
554
High-Speed Online Gaming
557
The Distant Future
558
Automated Programming
558
Interactive Entertainment as an Art Form
561
Interactive Artwork
562
Requirements for Recognition
562
Breaking New Ground
565
A Few Final Words
566
Part III Appendixes
Sample Design Documents
569
Creating and Using Design Documents
569
Using Pictures in a Document
569
Protecting Your Rights
570
About These Templates
571
The High-Concept Document
571
High-Concept Statement
572
Features
572
Overview
573
Further Details
574
The Game Treatment
576
Title Page
577
Executive Summary
578
Game Overview
578
Production Details
581
Competition
583
Game World
583
The Design Script
585
How Big Should It Be?
585
The Design Web Site
586
Chris Taylor s Template
587
Bibliography
589
Game Design
589
Game Theory
590
History and Sociology of Video Games
591
Architecture and Graphic Design
592
Writing and Narrative
592
Index
594
A very useful book for anyone working in (or hoping
to work in) interactive media. Andrew Rollings and
Ernest Adams approach the topic with very practical
advice for both new and experienced designers,
—
Will Wright, creator of The Sims and SimCity
Rndreuu Rollings and Ernest Rdarns
on
Game Design
How do you turn a great idea into a game design? What makes one
design better than another? Why does a good design document
matter, and how do you write one? This book answers these questions
and stimulates your creativity!
Game design consists of four essential tasks: imagining a game,
defining the way that it works, describing its internal elements, and
communicating this information to others. This book examines each
of these tasks and shows you not only what issues you will need to
address in your design, but how to think about games and gameplay.
After reading this book, you will have the tools you need to both
design many kinds of games and to create a professional-quality
game design document.
Andrew Rollings and Ernest Adams on Game Design will show you:
—
The key design elements of every computer and video game, and
how to think about them.
—
How to write a high-concept document, a treatment, and a full
design script.
—
The essentials of user interface design and how to use them to
define your game s look and feel.
—
How to construct and balance your game s internal mechanics to
make sure the game is both fun and fair.
—
The relationship between interactivity and narrative, and how to
write compelling stories.
—
The unique design problems in each of the major game genres.
—
How to design multi-player games to maximize player
interaction and minimize cheating.
Andrew Rollings
(co-author of the highly
successful book Game
Architecture and Design)
has a B.S. in Physics
from Imperial College,
London, and Bristol
University, and has worked as a technical
consultant spanning the games industry
and the financial industry since
1995.
You can find him at www.hiive.com.
Ernest Adams
(co-founder of IGDA)
is an American game
design consultant
currently based in
England. He has
developed online,
computer, and console games for
everything from the IBM
360
mainframe
to the Sony PlayStation
2.
He is the
author of the popular Designer s Notebook
column on the Gamasutra developers
webzine. His professional website is
http://www.designersnotebook.com.
Maximize Your Impact
For more great books from NRG,
see the inside back cover or
visit www.newriders.com.
|
adam_txt |
Table
of
Contents
Introduction
xxi
Part I The Elements of Game Design
Chapter
1
What Is Game Design?
Art, Science, or Craft?
Chapter
2
The Anatomy of Game Design
The Importance of Game Design
Seeking the Key Elements of Games
Laying Down the Ground Rules
Documenting the Design
Why Do We Need Documents?
The Types of Design Documents
Anatomy of a Game Designer
Imagination
Technical Awareness
Analytical Competence
Mathematical Competence
Aesthetic Competence
General Knowledge
Writing Skills
Drawing Skills
The Ability to Compromise
Putting It Together
Game Concepts
Getting an Idea
Dreaming the Dream
Game Ideas from Other Media
Game Ideas from Other Games
From Dream to Game
The Elements of a Game
Games, Toys, and Puzzles
Challenges,
Gameplay,
and the Victory Condition
Setting, Interaction Model, and Perspective
The Player's Role
4
5
5
7
8
13
13
15
18
19
20
21
22
22
23
24
25
26
27
29
29
30
31
32
33
34
34
35
36
38
Chapter
3
Modes and Structure
38
Realism
39
A Word
About
Story
40
Understanding Your Audience
41
Core Versus Casual
41
The Genres of Interactive Entertainment
42
The Types of Game Machines
44
Home Game Consoles
44
Personal Computers
45
Handheld Game Machines
46
Other Devices
46
Motivations That Influence Design
47
Market-Driven Games
47
Designer-Driven Games
48
License Exploitation
49
Technology-Driven Games
51
Art-Driven Games
52
Entertainment and Integration
52
Game Concept Worksheet
53
Putting It Together
53
Game Settings and Worlds
55
The Purpose of a Game Setting
56
The "Graphics Versus
Gameplay"
Debate
57
Immersiveness and Suspension of Disbelief
58
The Importance of Harmony
58
The Dimensions of a Game World
60
The Physical Dimension
60
The Temporal Dimension
65
The Environmental Dimension
69
The Emotional Dimension
75
The Ethical Dimension
77
Realism and Abstraction
81
The Save-Game Issue
82
Reasons for Saving a Game
83
Consequences for Immersion and Storytelling
84
Ways of Saving a Game
84
To Save or Not to Save
86
Puttine It Together
87
Chapter
4
Storytelling and Narrative
Stories in Games
Simple Backstories
Who Is the Storyteller?
The Monomyth and the Hero's Journey
The Story Vehicle
Plot Pacing
Gameplay
and Narrative
Multi-Part Stories
Storytelling and Narrative Worksheet
Putting It Together
Chapter
5
Character Development
Art-Driven Character Design
Visual Design
Physical Design and Super-Sensuality
Cute Sidekicks
Story-Driven Character Design
Character Development
The Character Archetypes
Character Development Worksheet
Putting It Together
Chapter
6
Creating the User Experience
What Is the User Experience?
The Interactive Element
The Visual Element
The Audio Element
The Human-Computer Interface
Evolution of the User Experience
Components of the User Experience
The Interactive Element
The Visual Element
The Audio Element
User Interface Worksheet
Putting It Together
89
91
92
92
93
110
111
113
115
118
119
121
122
122
123
128
130
131
137
145
145
147
148
149
149
149
149
150
166
168
191
193
196
197
Chapter
7
Chapter
8
Gameplay
199
Use of Language
200
Defining
Gameplay
200
Pure Challenges
202
Applied Challenges
228
Gameplay
Worksheet
236
Putting It Together
237
The Internal Economy of Games and Game Balancing
239
What Is Game Balance?
240
Static Balance
242
Randomness and Average Values
243
Dominant Strategies
244
Symmetry
250
Trade-Offs
260
Combination
261
Emergence
262
Feedback Loops
265
Summary of Static Balance
267
Dynamic Balance
267
What Are We Balancing?
268
Balanced Systems
271
Tools for Balancing
281
Design for Modification
281
Design Prototyping
283
Future Potential
284
Internal Economy Worksheet
285
Putting It Together
285
Part II The Genres of Games
Chapter
9
Action Games
Action Game Genres
Shooters
Non-Shooters
Design Elements
The Rules
Victory Conditions
289
289
290
296
298
299
311
Interaction
Model
313
Perspective
314
User Interface Design
315
Special
Design
Considerations for
Action
Games
318
Action
Game Worksheet
319
Putting It Together
320
Chapter
10
Strategy Games
321
The Common Elements of Strategy Games
323
Themes
324
Setting
338
Interaction Model
339
Perspective
340
User Interface
341
Designing Opponents
342
Strategy Game Worksheet
343
Putting It Together
344
Chapter
11
Role-Playing Games
347
The Common Elements of Role-Playing Games
348
Themes
350
Setting
351
Interaction Model
358
Perspective
364
CRPG Worksheet
367
Putting It Together
368
Chapter^ Sports Games
371
The Common Elements of Sports Games
372
Rules
372
Competition Modes
373
Victory and Loss Conditions
373
Setting
374
Interaction Model
375
Perspective
375
User Interface Design
376
Player Roles
377
Structure
378
Special Design Issues
for Sports
Games
378
Physics for Sports Games
378
Rating the Athletes
379
Athlete
AI
Design
380
Injuries
382
Arcade Mode Versus Simulation Mode
383
Simulating Matches Automatically
384
Licenses, Trademarks, and Publicity Rights
385
Audio Commentary
387
Other Peculiarities
390
Sports Game Worksheet
393
Putting It Together
394
Chapter
13
Vehicle Simulations
395
The Common Elements of Vehicle Simulations
396
The Rules
397
Competition Modes
398
Gameplay
and Victory Conditions
399
Setting
402
Interaction Model
403
Perspective
403
User Interface Design
405
The Player's Role
406
Other Vehicles
407
Boats and Ships
407
Tanks and Mechs
409
Spacecraft
411
Special Design Considerations for Vehicle Simulations
411
Creating the Sense of Speed
411
G-Forces
412
Designing Opponents
413
Intellectual Property Rights
413
Vehicle Simulation Worksheet
414
Putting It Together
415
Chapter
14
Construction and Management Simulations
417
The Common Elements of CMSs
418
Rules
418
Setting
426
Gameplay 426
The Player's Role
430
User Interface
432
Special Design Considerations for CMSs
434
Simulating Individuals
434
Advisors
436
Pure Business Simulations
437
Hybrid Games
439
Construction and Management Simulation Worksheet
439
Putting It Together
440
Chapter
15
Adventure Games
443
What Is an Adventure Game?
443
The Original Adventure
444
The Growth of Adventure Games
445
Adventure Games Today
445
The Common Elements of Adventure Games
447
Setting
447
Interaction Model
448
Perspective
449
Player Roles
455
Structure
456
Storytelling
457
Challenges
460
User Interface Design
462
Avatar Movement
462
Manipulating Objects
463
Special Design Considerations
468
Conversations with NPCs
468
Mapping
471
Journal Keeping
472
A Few Things to Avoid
472
Adventure Game Worksheet
475
Putting It Together
476
Chapter
16
Artificial Life, Puzzle Games, and Other Genres
477
Artificial Life Games
477
Artificial Pets
478
The Sims
480
Genetic
А
-Life Games
482
Puzzle Games
487
Scott Kim's Eight Steps
487
What Computers Bring to Puzzles
490
Checking the Victory Condition
491
Games for Girls
493
Mattel's Approach
494
A Few Misconceptions
496
A Final Note
497
Putting It Together
497
Chapter
17
Online Games
499
Advantages of Online Games
500
Player Socializing
500
Human Intelligence Instead of Artificial Intelligence
501
Online
Gameplay
Versus Local Multi-Player
Gameplay
501
Disadvantages of Online Games
503
Technical Issues
503
It's Harder to Suspend Disbelief
504
Misbehavior
505
The Need to Produce Content
505
Customer Service
506
Design Issues for Online Gaming
507
Arriving Players
507
Disappearing Players
508
Real-Time Versus Turn-Based Games
510
Chat
511
Collusion
513
Technical Security
515
Persistent Worlds
518
The Origins of Persistent-World Gaming
518
How Persistent Worlds Differ from Games
518
The Four Types of Players
521
Creating an Avatar
522
World Models
524
Avatar
Death
525
The Player-Killer Problem
526
The Nature of Time
529
Persistent World Economies
530
Final Thoughts on Persistent Worlds
531
Putting It Together
532
Chapter
18
The Future of Gaming
533
Gaming Hardware
533
Location-Based Entertainment
534
Home Video Game Consoles
536
Personal Computers
538
Handheld Game Machines, PDAs, and Telephones
540
Virtual Reality
541
The Future of Game Programming
542
Scene Representation
543
Animation
544
Natural Language Processing
546
Game Genres
548
Action Games
549
Strategy Games
550
Role-Playing Games
551
Sports Games
551
Vehicle Simulations
552
Construction and Management Simulations
553
Adventure Games
553
Broadband Networking
554
Electronic Distribution
554
High-Speed Online Gaming
557
The Distant Future
558
Automated Programming
558
Interactive Entertainment as an Art Form
561
Interactive Artwork
562
Requirements for Recognition
562
Breaking New Ground
565
A Few Final Words
566
Part III Appendixes
Sample Design Documents
569
Creating and Using Design Documents
569
Using Pictures in a Document
569
Protecting Your Rights
570
About These Templates
571
The High-Concept Document
571
High-Concept Statement
572
Features
572
Overview
573
Further Details
574
The Game Treatment
576
Title Page
577
Executive Summary
578
Game Overview
578
Production Details
581
Competition
583
Game World
583
The Design Script
585
How Big Should It Be?
585
The Design Web Site
586
Chris Taylor's Template
587
Bibliography
589
Game Design
589
Game Theory
590
History and Sociology of Video Games
591
Architecture and Graphic Design
592
Writing and Narrative
592
Index
594
"A very useful book for anyone working in (or hoping
to work in) interactive media. Andrew Rollings and
Ernest Adams approach the topic with very practical
advice for both new and experienced designers,
"
—
Will Wright, creator of The Sims and SimCity
Rndreuu Rollings and Ernest Rdarns
on
Game Design
How do you turn a great idea into a game design? What makes one
design better than another? Why does a good design document
matter, and how do you write one? This book answers these questions
and stimulates your creativity!
Game design consists of four essential tasks: imagining a game,
defining the way that it works, describing its internal elements, and
communicating this information to others. This book examines each
of these tasks and shows you not only what issues you will need to
address in your design, but how to think about games and gameplay.
After reading this book, you will have the tools you need to both
design many kinds of games and to create a professional-quality
game design document.
Andrew Rollings and Ernest Adams on Game Design will show you:
—
The key design elements of every computer and video game, and
how to think about them.
—
How to write a high-concept document, a treatment, and a full
design script.
—
The essentials of user interface design and how to use them to
define your game's look and feel.
—
How to construct and balance your game's internal mechanics to
make sure the game is both fun and fair.
—
The relationship between interactivity and narrative, and how to
write compelling stories.
—
The unique design problems in each of the major game genres.
—
How to design multi-player games to maximize player
interaction and minimize cheating.
Andrew Rollings
(co-author of the highly
successful book Game
Architecture and Design)
has a B.S. in Physics
from Imperial College,
London, and Bristol
University, and has worked as a technical
consultant spanning the games industry
and the financial industry since
1995.
You can find him at www.hiive.com.
Ernest Adams
(co-founder of IGDA)
is an American game
design consultant
currently based in
England. He has
developed online,
computer, and console games for
everything from the IBM
360
mainframe
to the Sony PlayStation
2.
He is the
author of the popular Designer's Notebook
column on the Gamasutra developers'
webzine. His professional website is
http://www.designersnotebook.com.
Maximize Your Impact
For more great books from NRG,
see the inside back cover or
visit www.newriders.com. |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Rollings, Andrew 1972- Adams, Ernest |
author_GND | (DE-588)137152205 |
author_facet | Rollings, Andrew 1972- Adams, Ernest |
author_role | aut aut |
author_sort | Rollings, Andrew 1972- |
author_variant | a r ar e a ea |
building | Verbundindex |
bvnumber | BV021320728 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 690 SU 500 |
ctrlnum | (OCoLC)52232119 (DE-599)BVBBV021320728 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
discipline_str_mv | Sport Informatik |
edition | 1. print. |
format | Book |
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illustrated | Illustrated |
index_date | 2024-07-02T13:58:51Z |
indexdate | 2024-07-09T20:35:36Z |
institution | BVB |
isbn | 1592730019 9781592730018 |
language | English |
lccn | 2002110543 |
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spelling | Rollings, Andrew 1972- Verfasser (DE-588)137152205 aut Andrew Rollings and Ernest Adams on game design Andrew Rollings ; Ernest Adams On game design 1. print. Indianapolis, Ind. New Riders 2003 XXVI, 621 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Computerspelen gtt Interactie gtt Vormgeving gtt aComputer games xDesign aComputer games xProgramming Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwurf (DE-588)4121208-3 s DE-604 Adams, Ernest Verfasser aut Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014641134&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014641134&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Rollings, Andrew 1972- Adams, Ernest Andrew Rollings and Ernest Adams on game design Computerspelen gtt Interactie gtt Vormgeving gtt aComputer games xDesign aComputer games xProgramming Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4010457-6 |
title | Andrew Rollings and Ernest Adams on game design |
title_alt | On game design |
title_auth | Andrew Rollings and Ernest Adams on game design |
title_exact_search | Andrew Rollings and Ernest Adams on game design |
title_exact_search_txtP | Andrew Rollings and Ernest Adams on game design |
title_full | Andrew Rollings and Ernest Adams on game design Andrew Rollings ; Ernest Adams |
title_fullStr | Andrew Rollings and Ernest Adams on game design Andrew Rollings ; Ernest Adams |
title_full_unstemmed | Andrew Rollings and Ernest Adams on game design Andrew Rollings ; Ernest Adams |
title_short | Andrew Rollings and Ernest Adams on game design |
title_sort | andrew rollings and ernest adams on game design |
topic | Computerspelen gtt Interactie gtt Vormgeving gtt aComputer games xDesign aComputer games xProgramming Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Computerspelen Interactie Vormgeving aComputer games xDesign aComputer games xProgramming Entwurf Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014641134&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014641134&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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