Game interface design:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boston, MA
Thomson Course Technology
2005
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes index. |
Beschreibung: | xvii, 212 p. ill. (some col.) 1 CD-ROM (12 cm) |
ISBN: | 1592005934 |
Internformat
MARC
LEADER | 00000nam a2200000zc 4500 | ||
---|---|---|---|
001 | BV023048948 | ||
003 | DE-604 | ||
005 | 00000000000000.0 | ||
007 | t | ||
008 | 071213s2005 xxua||| |||| 00||| eng d | ||
010 | |a 2004111222 | ||
020 | |a 1592005934 |9 1-59200-593-4 | ||
035 | |a (OCoLC)59113304 | ||
035 | |a (DE-599)BVBBV023048948 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
044 | |a xxu |c US | ||
049 | |a DE-Aug4 |a DE-1051 | ||
050 | 0 | |a QA76.76.C672 | |
082 | 0 | |a 794.815265 |2 21 | |
082 | 0 | |a 794.816 |2 22 | |
082 | 0 | |a 794.8151 |2 22 | |
084 | |a ST 320 |0 (DE-625)143657: |2 rvk | ||
100 | 1 | |a Fox, Brent |e Verfasser |4 aut | |
245 | 1 | 0 | |a Game interface design |c Brent Fox |
264 | 1 | |a Boston, MA |b Thomson Course Technology |c 2005 | |
300 | |a xvii, 212 p. |b ill. (some col.) |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes index. | ||
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Computer games |x Design | |
650 | 4 | |a User interfaces (Computer systems) | |
856 | 4 | 2 | |m GBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016252353&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-016252353 |
Datensatz im Suchindex
_version_ | 1804137281105166336 |
---|---|
adam_text | GAME INTERFACE DESIGN BRENT FOX T H O M S O N * * COURSE TECHNOLOGY
PROFESSIONAL * TRADE * REFERENCE CONTENTS INTRODUCTION XV CHAPTER 1
INTRODUCTION TO VIDEO GAMES 1 THE IMPORTANCE OF THE INTERFACE 1
REAL-LIFE GAME DEVELOPMENT 2 WORKING WITH A TEAM 3 LISTEN TO OTHERS 4
ASK QUESTIONS 4 A CAREER IN VIDEO GAMES 4 THE PUBLISHER / DEVELOPER
RELATIONSHIP 5 CHAPTER 2 PLANNING MENU FLOW 7 WHY IS PLANNING SO
VALUABLE? 7 CREATIVITY IN PLANNING 8 GETTING APPROVAL 9 INTERFACE
PLANNING HELPS GAME DESIGN 10 GAME DESIGN GOALS 10 POSSIBLE GAME GOALS
11 BREAKING DOWN YOUR GOAL INTO SPECIFICS 12 HOW PRIORITIES AFFECT
DECISION-MAKING 12 CHARTING METHODS 13 BUTTON TYPES 17 SLIDERS 19 TOGGLE
SWITCHES 19 LISTS 20 INPUT TEXT 20 DROP-DOWN MENUS 22 OTHER VARIATIONS
22 COMMON MENU SCREENS 23 SIMPLICITY VERSUS DEPTH 23 PLANNING FOR HUD 24
CREATIVITY VERSUS CONVENTIONAL METHODS 25 CHAPTER 3 THE LOOK AND FEEL OF
YOUR INTERFACE 27 DEFINE A LOOK 27 CREATE A MOCK-UP 27 WORKING WITH
LOGOS 29 DEFINE A COLOR SCHEME 29 EXPRESS YOURSELF IN THE DESIGN 31
RESEARCH AND INSPIRATION 32 MAKE LISTS 32 SEARCH FOR IMAGES 32
THUMBNAILS 33 WORK QUICKLY 34 PUSH FOR VARIATION 34 CREATIVITY VERSUS
STANDARDS 35 USING PHOTOGRAPHS 35 ILLUSTRATIONS 37 3D SOLUTIONS 38
PRE-RENDERED 2D ART 38 INVOLVE THE PROGRAMMERS 39 COMBINING 3D AND 2D 39
3D CHALLENGES 39 DON T GET TOO ATTACHED TO YOUR IDEAS 40 SUMMARY 41
CHAPTER 4 BASIC DESIGN PRINCIPLES 43 GETTING BACK TO BASICS 43 REALLY
SEE YOUR DESIGN 44 USING COLOR 44 CREATING COLOR HARMONY 45 CONTENTS
IX FINDING COMPLEMENTARY COLORS 45 USING MORE THAN TWO COLORS 47
SUBJECTIVE COLOR 48 BALANCING COLOR STRENGTH 49 WARM AND COLD COLORS 49
COLOR ON A MONITOR OR TV 50 CREATING DIGITAL COLORS 51 VISUAL
ORGANIZATION 53 UNITY AND VARIATION 54 NEGATIVE SPACE 55 MOVEMENT 55 EYE
MOVEMENT 56 BALANCE AND WEIGHT 57 UNBALANCING YOUR DESIGN TO CREATE
TENSION ... .58 ODD NUMBERS 59 DIVIDING AN IMAGE 59 INTERSECTIONS 60
SUMMARY 60 CHAPTER 5 CONSOLE OR PC? 61 BAD CONVERSIONS 61 CONSOLE
DEVELOPMENT 62 CONSOLE HARDWARE MANUFACTURERS 62 DEVELOPER APPROVAL 62
CONCEPT APPROVAL 63 TECHNICAL APPROVAL 63 CONSOLE GAME COST 64 EFFECT ON
THE INTERFACE 64 HANDHELD DEVELOPMENT 65 X CONTENTS PC DEVELOPMENT 65
MINIMUM REQUIREMENTS FOR PC GAMES 65 THE CONTROLLER 66 GETTING THE
TIMING RIGHT 67 LIMITING BUTTONS 68 DISPLAYING NAVIGATION INFORMATION 68
THE MOUSE 68 KEEP THE DESIGN SIMPLE 69 IMAGE-BASED INTERFACES 69
RESOLUTION 70 PC GAME RESOLUTION 70 FRONT-END MENU RESOLUTION 70
STANDARD TV RESOLUTION 70 PAL VERSUS NTSC TELEVISION 71 TV COLOR 71
INTERLACE FLICKER 72 COLOR VARIATION 72 SUMMARY 72 CHAPTER 6 BUTTON
STATES 73 CONTROLLER BUTTON STATES 74 THE STANDARD BUTTON STATE 74 THE
SELECTED BUTTON STATE 74 THE PRESSED BUTTON STATE 75 THE ACTIVE BUTTON
STATE 75 THE ACTIVE-SELECTED BUTTON STATE 76 THE DISABLED BUTTON STATE
77 PC BUTTON STATES 77 OTHER STATES 77 ANIMATED STATES 78 WORKLOAD 79
SAVING TIME 79 AUDIO 80 SUMMARY 80 CHAPTER 7 CREATING A FOCAL POINT 81
THE MOST IMPORTANT ELEMENT 81 SIZE VARIATION 83 COLOR 84 VALUE 85
MOVEMENT 85 SUMMARY 86 CHAPTER 8 USING TEXT IN YOUR INTERFACE 87 USING
TEXT WISELY 87 TYPE ANATOMY 88 SERIF VERSUS SANS-SERIF 88 ASCENDERS AND
DESCENDERS 89 UPPERCASE AND LOWERCASE 90 POINTS AND PICAS 90 FILE SIZE
AND DPI 91 KERNING 92 THICKS AND THINS 92 SCALING FONTS 93 FONT CHOICE
93 THEME FONTS 94 MULTIPLE FONTS 95 KNOW YOUR FONTS 95 CREATING A GAME
FONT 95 ICONS IN FONTS 97 FONT EFFECTS 97 SUMMARY 98 CHAPTER 9 TECHNICAL
REQUIREMENTS AND TRICKS 99 FILE SIZES 99 LIMITED RAM 100 DISK SPACE 101
LOAD TIME 102 ONLINE CONTENT 102 FILE COMPRESSION 102 USING PALETTES 103
USING PROGRAMMER ART 105 TEXTURE SIZE 106 SCALABLE OBJECTS 106 TILING
TEXTURES 108 ALPHA CHANNELS 108 LOCALIZATION 110 SOURCE FILES 110
SUMMARY 111 CONTENTS XI CHAPTER 10 TOOLS OF THE TRADE 113 TOOLS FOR
CREATING MOCK-UPS 113 ASSET MANAGEMENT 114 ADJUSTING GAME PROPERTIES 115
USING CUSTOM TOOLS 115 PLUG-INS 116 STAND-ALONE SOFTWARE 116 IN-GAME
TOOLS 117 ADVANTAGES OF USING CUSTOM TOOLS 117 DISADVANTAGES OF USING
CUSTOM TOOLS 117 COMMERCIAL TOOLS 118 ADVANTAGES OF USING COMMERCIAL
TOOLS 118 DISADVANTAGES OF USING COMMERCIAL TOOLS 118 MIDDLEWARE 119
COMMONLY USED COMMERCIAL SOFTWARE 119 FEATURES OF GOOD TOOLS 121 THE
IDEAL SITUATION VERSUS REALITY 122 SOFTWARE OR THE ARTIST? 122 3D TOOLS
123 SUMMARY 124 CHAPTER 11 USING ANIMATION 125 MOVEMENT 125 HOW
ANIMATION WORKS 125 FRAME RATE 126 INTERFACE FRAME RATES 126 KEY FRAMES
AND TWEENING 127 INTERPOLATION 127 XII CONTENTS ANIMATION PRINCIPLES 129
SQUASH AND STRETCH 129 ANTICIPATION 130 EASE IN AND EASE OUT 130 FOLLOW
THROUGH 131 ARCS 132 EXAGGERATION 132 DESIGNING TRANSITIONS 132 CONSIDER
EXPERIENCED USERS 134 PROPERTIES THAT CAN BE ANIMATED 134 TRANSLATION,
ROTATION, AND SCALE 134 TRANSPARENCY AND COLOR 135 USING EFFECTS 136
OVERLAID ANIMATIONS 136 PARTICLE SYSTEMS 137 OTHER IN-GAME EFFECTS 137
SUMMARY 138 CHAPTER 12 ICONS, ICONS, ICONS 139 USE TEXT SPARINGLY 139
BUDGET CONSTRAINTS 140 USING ICONS INSTEAD OF TEXT 140 IMAGE CHOICE 140
STANDARD ICONS 141 NON-GAME STANDARD ICONS 141 EVERY PIXEL COUNTS 143
PHOTO REFERENCE 144 SUMMARY 144 CHAPTER 13 DESIGNING THE HUD 145 SCREEN
SPACE 145 IN-GAME INFORMATION 147 POP-UP MENUS 148 DYNAMIC CONTENT 148
COMBINING INFORMATION 149 LEGIBILITY 150 EYE MOVEMENT 150 EASE OF USE
151 MAKING HUD LOOK COOL 151 GAME-PLAY ADJUSTMENTS 151 GRAPHIC
INFORMATION DISPLAY 152 STANDARD ELEMENTS VERSUS NON-STANDARD ELEMENTS .
. .153 SUMMARY 154 CHAPTER 14 DESIGNING AN INTERFACE 155 NOMAD DESIGN
GOALS 155 THE ROUGH SKETCHES 156 TEMPORARY ART 159 RE-DO S 160 NOMAD
COLORS 160 USING COLOR AS A TOOL 161 CREATING THE ART 163 BREAKING UP
THE ART 163 SELECTED ROWS 167 PHOTOSHOP TECHNIQUES 167 STEP-BY-STEP ART
CREATION 169 THE SHIP INFORMATION PANEL 169 THE TRADE DIALOG BOX 173 THE
BIG CHANGE 177 SUMMARY 178 CHAPTER 15 CREATING AN INTERACTIVE MOCK-UP
179 THE IDEAL SITUATION 180 REALIZING YOUR VISION 180 EXPERIMENTATION
180 COMMERCIAL TOOLS 181 WHY FLASH? 181 INTRODUCTION TO FLASH 182 USING
FRAMES 182 ANIMATION IN FLASH 186 PLAYBACK SPEED 188 USING SCRIPTING 188
CREATING BUTTONS IN FLASH 190 PUTTING SCRIPTS ON BUTTONS 192 SEEING YOUR
BUTTON WORK 193 PUBLISHING FILES 194 FLASH SUMMARY 195 THE SAMPLE FLASH
FILE 195 ACTIONS ON FRAMES 196 ACTIONS ON BUTTONS 196 SUMMARY 198 INDEX
199
|
adam_txt |
GAME INTERFACE DESIGN BRENT FOX T H O M S O N * * COURSE TECHNOLOGY
PROFESSIONAL * TRADE * REFERENCE CONTENTS INTRODUCTION XV CHAPTER 1
INTRODUCTION TO VIDEO GAMES 1 THE IMPORTANCE OF THE INTERFACE 1
REAL-LIFE GAME DEVELOPMENT 2 WORKING WITH A TEAM 3 LISTEN TO OTHERS 4
ASK QUESTIONS 4 A CAREER IN VIDEO GAMES 4 THE PUBLISHER / DEVELOPER
RELATIONSHIP 5 CHAPTER 2 PLANNING MENU FLOW 7 WHY IS PLANNING SO
VALUABLE? 7 CREATIVITY IN PLANNING 8 GETTING APPROVAL 9 INTERFACE
PLANNING HELPS GAME DESIGN 10 GAME DESIGN GOALS 10 POSSIBLE GAME GOALS
11 BREAKING DOWN YOUR GOAL INTO SPECIFICS 12 HOW PRIORITIES AFFECT
DECISION-MAKING 12 CHARTING METHODS 13 BUTTON TYPES 17 SLIDERS 19 TOGGLE
SWITCHES 19 LISTS 20 INPUT TEXT 20 DROP-DOWN MENUS 22 OTHER VARIATIONS
22 COMMON MENU SCREENS 23 SIMPLICITY VERSUS DEPTH 23 PLANNING FOR HUD 24
CREATIVITY VERSUS CONVENTIONAL METHODS 25 CHAPTER 3 THE LOOK AND FEEL OF
YOUR INTERFACE 27 DEFINE A LOOK 27 CREATE A MOCK-UP 27 WORKING WITH
LOGOS 29 DEFINE A COLOR SCHEME 29 EXPRESS YOURSELF IN THE DESIGN 31
RESEARCH AND INSPIRATION 32 MAKE LISTS 32 SEARCH FOR IMAGES 32
THUMBNAILS 33 WORK QUICKLY 34 PUSH FOR VARIATION 34 CREATIVITY VERSUS
STANDARDS 35 USING PHOTOGRAPHS 35 ILLUSTRATIONS 37 3D SOLUTIONS 38
PRE-RENDERED 2D ART 38 INVOLVE THE PROGRAMMERS 39 COMBINING 3D AND 2D 39
3D CHALLENGES 39 DON'T GET TOO ATTACHED TO YOUR IDEAS 40 SUMMARY 41
CHAPTER 4 BASIC DESIGN PRINCIPLES 43 GETTING BACK TO BASICS 43 REALLY
SEE YOUR DESIGN 44 USING COLOR 44 CREATING COLOR HARMONY 45 \ CONTENTS
IX FINDING COMPLEMENTARY COLORS 45 USING MORE THAN TWO COLORS 47
SUBJECTIVE COLOR 48 BALANCING COLOR STRENGTH 49 WARM AND COLD COLORS 49
COLOR ON A MONITOR OR TV 50 CREATING DIGITAL COLORS 51 VISUAL
ORGANIZATION 53 UNITY AND VARIATION 54 NEGATIVE SPACE 55 MOVEMENT 55 EYE
MOVEMENT 56 BALANCE AND WEIGHT 57 UNBALANCING YOUR DESIGN TO CREATE
TENSION . .58 ODD NUMBERS 59 DIVIDING AN IMAGE 59 INTERSECTIONS 60
SUMMARY 60 CHAPTER 5 CONSOLE OR PC? 61 BAD CONVERSIONS 61 CONSOLE
DEVELOPMENT 62 CONSOLE HARDWARE MANUFACTURERS 62 DEVELOPER APPROVAL 62
CONCEPT APPROVAL 63 TECHNICAL APPROVAL 63 CONSOLE GAME COST 64 EFFECT ON
THE INTERFACE 64 HANDHELD DEVELOPMENT 65 X CONTENTS PC DEVELOPMENT 65
MINIMUM REQUIREMENTS FOR PC GAMES 65 THE CONTROLLER 66 GETTING THE
TIMING RIGHT 67 LIMITING BUTTONS 68 DISPLAYING NAVIGATION INFORMATION 68
THE MOUSE 68 KEEP THE DESIGN SIMPLE 69 IMAGE-BASED INTERFACES 69
RESOLUTION 70 PC GAME RESOLUTION 70 FRONT-END MENU RESOLUTION 70
STANDARD TV RESOLUTION 70 PAL VERSUS NTSC TELEVISION 71 TV COLOR 71
INTERLACE FLICKER 72 COLOR VARIATION 72 SUMMARY 72 CHAPTER 6 BUTTON
STATES 73 CONTROLLER BUTTON STATES 74 THE STANDARD BUTTON STATE 74 THE
SELECTED BUTTON STATE 74 THE PRESSED BUTTON STATE 75 THE ACTIVE BUTTON
STATE 75 THE ACTIVE-SELECTED BUTTON STATE 76 THE DISABLED BUTTON STATE
77 PC BUTTON STATES 77 OTHER STATES 77 ANIMATED STATES 78 WORKLOAD 79
SAVING TIME 79 AUDIO 80 SUMMARY 80 CHAPTER 7 CREATING A FOCAL POINT 81
THE MOST IMPORTANT ELEMENT 81 SIZE VARIATION 83 COLOR 84 VALUE 85
MOVEMENT 85 SUMMARY 86 CHAPTER 8 USING TEXT IN YOUR INTERFACE 87 USING
TEXT WISELY 87 TYPE ANATOMY 88 SERIF VERSUS SANS-SERIF 88 ASCENDERS AND
DESCENDERS 89 UPPERCASE AND LOWERCASE 90 POINTS AND PICAS 90 FILE SIZE
AND DPI 91 KERNING 92 THICKS AND THINS 92 SCALING FONTS 93 FONT CHOICE
93 THEME FONTS 94 MULTIPLE FONTS 95 KNOW YOUR FONTS 95 CREATING A GAME
FONT 95 ICONS IN FONTS 97 FONT EFFECTS 97 SUMMARY 98 CHAPTER 9 TECHNICAL
REQUIREMENTS AND TRICKS 99 FILE SIZES 99 LIMITED RAM 100 DISK SPACE 101
LOAD TIME 102 ONLINE CONTENT 102 FILE COMPRESSION 102 USING PALETTES 103
USING PROGRAMMER ART 105 TEXTURE SIZE 106 SCALABLE OBJECTS 106 TILING
TEXTURES 108 ALPHA CHANNELS 108 LOCALIZATION 110 SOURCE FILES 110
SUMMARY 111 CONTENTS XI CHAPTER 10 TOOLS OF THE TRADE 113 TOOLS FOR
CREATING MOCK-UPS 113 ASSET MANAGEMENT 114 ADJUSTING GAME PROPERTIES 115
USING CUSTOM TOOLS 115 PLUG-INS 116 STAND-ALONE SOFTWARE 116 IN-GAME
TOOLS 117 ADVANTAGES OF USING CUSTOM TOOLS 117 DISADVANTAGES OF USING
CUSTOM TOOLS 117 COMMERCIAL TOOLS 118 ADVANTAGES OF USING COMMERCIAL
TOOLS 118 DISADVANTAGES OF USING COMMERCIAL TOOLS 118 MIDDLEWARE 119
COMMONLY USED COMMERCIAL SOFTWARE 119 FEATURES OF GOOD TOOLS 121 THE
IDEAL SITUATION VERSUS REALITY 122 SOFTWARE OR THE ARTIST? 122 3D TOOLS
123 SUMMARY 124 CHAPTER 11 USING ANIMATION 125 MOVEMENT 125 HOW
ANIMATION WORKS 125 FRAME RATE 126 INTERFACE FRAME RATES 126 KEY FRAMES
AND TWEENING 127 INTERPOLATION 127 XII CONTENTS ANIMATION PRINCIPLES 129
SQUASH AND STRETCH 129 ANTICIPATION 130 EASE IN AND EASE OUT 130 FOLLOW
THROUGH 131 ARCS 132 EXAGGERATION 132 DESIGNING TRANSITIONS 132 CONSIDER
EXPERIENCED USERS 134 PROPERTIES THAT CAN BE ANIMATED 134 TRANSLATION,
ROTATION, AND SCALE 134 TRANSPARENCY AND COLOR 135 USING EFFECTS 136
OVERLAID ANIMATIONS 136 PARTICLE SYSTEMS 137 OTHER IN-GAME EFFECTS 137
SUMMARY 138 CHAPTER 12 ICONS, ICONS, ICONS 139 USE TEXT SPARINGLY 139
BUDGET CONSTRAINTS 140 USING ICONS INSTEAD OF TEXT 140 IMAGE CHOICE 140
STANDARD ICONS 141 NON-GAME STANDARD ICONS 141 EVERY PIXEL COUNTS 143
PHOTO REFERENCE 144 SUMMARY 144 CHAPTER 13 DESIGNING THE HUD 145 SCREEN
SPACE 145 IN-GAME INFORMATION 147 POP-UP MENUS 148 DYNAMIC CONTENT 148
COMBINING INFORMATION 149 LEGIBILITY 150 EYE MOVEMENT 150 EASE OF USE
151 MAKING HUD LOOK COOL 151 GAME-PLAY ADJUSTMENTS 151 GRAPHIC
INFORMATION DISPLAY 152 STANDARD ELEMENTS VERSUS NON-STANDARD ELEMENTS .
. .153 SUMMARY 154 CHAPTER 14 DESIGNING AN INTERFACE 155 NOMAD DESIGN
GOALS 155 THE ROUGH SKETCHES 156 TEMPORARY ART 159 RE-DO'S 160 NOMAD
COLORS 160 USING COLOR AS A TOOL 161 CREATING THE ART 163 BREAKING UP
THE ART 163 SELECTED ROWS 167 PHOTOSHOP TECHNIQUES 167 STEP-BY-STEP ART
CREATION 169 THE SHIP INFORMATION PANEL 169 THE TRADE DIALOG BOX 173 THE
BIG CHANGE 177 SUMMARY 178 CHAPTER 15 CREATING AN INTERACTIVE MOCK-UP
179 THE IDEAL SITUATION 180 REALIZING YOUR VISION 180 EXPERIMENTATION
180 COMMERCIAL TOOLS 181 WHY FLASH? 181 INTRODUCTION TO FLASH 182 USING
FRAMES 182 ANIMATION IN FLASH 186 PLAYBACK SPEED 188 USING SCRIPTING 188
CREATING BUTTONS IN FLASH 190 PUTTING SCRIPTS ON BUTTONS 192 SEEING YOUR
BUTTON WORK 193 PUBLISHING FILES 194 FLASH SUMMARY 195 THE SAMPLE FLASH
FILE 195 ACTIONS ON FRAMES 196 ACTIONS ON BUTTONS 196 SUMMARY 198 INDEX
199 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Fox, Brent |
author_facet | Fox, Brent |
author_role | aut |
author_sort | Fox, Brent |
author_variant | b f bf |
building | Verbundindex |
bvnumber | BV023048948 |
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 320 |
ctrlnum | (OCoLC)59113304 (DE-599)BVBBV023048948 |
dewey-full | 794.815265 794.816 794.8151 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.815265 794.816 794.8151 |
dewey-search | 794.815265 794.816 794.8151 |
dewey-sort | 3794.815265 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
discipline_str_mv | Sport Informatik |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01350nam a2200397zc 4500</leader><controlfield tag="001">BV023048948</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">071213s2005 xxua||| |||| 00||| eng d</controlfield><datafield tag="010" ind1=" " ind2=" "><subfield code="a">2004111222</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1592005934</subfield><subfield code="9">1-59200-593-4</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)59113304</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV023048948</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">xxu</subfield><subfield code="c">US</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-Aug4</subfield><subfield code="a">DE-1051</subfield></datafield><datafield tag="050" ind1=" " ind2="0"><subfield code="a">QA76.76.C672</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.815265</subfield><subfield code="2">21</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.816</subfield><subfield code="2">22</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">794.8151</subfield><subfield code="2">22</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 320</subfield><subfield code="0">(DE-625)143657:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Fox, Brent</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Game interface design</subfield><subfield code="c">Brent Fox</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Boston, MA</subfield><subfield code="b">Thomson Course Technology</subfield><subfield code="c">2005</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xvii, 212 p.</subfield><subfield code="b">ill. (some col.)</subfield><subfield code="e">1 CD-ROM (12 cm)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes index.</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer games</subfield><subfield code="x">Programming</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer games</subfield><subfield code="x">Design</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">User interfaces (Computer systems)</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">GBV Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016252353&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-016252353</subfield></datafield></record></collection> |
id | DE-604.BV023048948 |
illustrated | Illustrated |
index_date | 2024-07-02T19:23:49Z |
indexdate | 2024-07-09T21:09:48Z |
institution | BVB |
isbn | 1592005934 |
language | English |
lccn | 2004111222 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016252353 |
oclc_num | 59113304 |
open_access_boolean | |
owner | DE-Aug4 DE-1051 |
owner_facet | DE-Aug4 DE-1051 |
physical | xvii, 212 p. ill. (some col.) 1 CD-ROM (12 cm) |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Thomson Course Technology |
record_format | marc |
spelling | Fox, Brent Verfasser aut Game interface design Brent Fox Boston, MA Thomson Course Technology 2005 xvii, 212 p. ill. (some col.) 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Includes index. Computer games Programming Computer games Design User interfaces (Computer systems) GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016252353&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Fox, Brent Game interface design Computer games Programming Computer games Design User interfaces (Computer systems) |
title | Game interface design |
title_auth | Game interface design |
title_exact_search | Game interface design |
title_exact_search_txtP | Game interface design |
title_full | Game interface design Brent Fox |
title_fullStr | Game interface design Brent Fox |
title_full_unstemmed | Game interface design Brent Fox |
title_short | Game interface design |
title_sort | game interface design |
topic | Computer games Programming Computer games Design User interfaces (Computer systems) |
topic_facet | Computer games Programming Computer games Design User interfaces (Computer systems) |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016252353&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT foxbrent gameinterfacedesign |