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  1. Polished game development
    from first steps to final release
    Published: [2016]
    Publisher:  Apress, [New York]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Regensburg
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781484218785
    Other identifier:
    9781484218785
    RVK Categories: ST 324
    DDC Categories: 004
    Subjects: Computerspiel; Programmierung
    Other subjects: Mixed media product; UM; Game Balance; Game Design; Game Development; Game Graphics; Game Polish; Game Programming; Game Publishing; Game Testing; Computer science
    Scope: xxi, 259 Seiten, Illustrationen, 23.5 cm x 15.5 cm, 0 g
  2. Polished Game Development
    From First Steps to Final Release
    Published: 2016
    Publisher:  Apress, Berkeley, CA

    Learn how to raise your game from programmer art to professional polish Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Preface -- Acknowledgments -- Chapter 1: Introduction to Game Polish -- Planning to Polish... more

    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan

     

    Learn how to raise your game from programmer art to professional polish Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Preface -- Acknowledgments -- Chapter 1: Introduction to Game Polish -- Planning to Polish -- Developer Roles -- No Golden Rules -- The MVP -- Incremental Changes -- Planning Ramifications -- Consistency -- The Foley/Newton Method -- Pragmatism vs. Perfectionism -- First Impressions -- Title Screen -- Level 1 -- The First Minute -- Unique Selling Points -- Of Old Age -- The Pragmatic Approach -- Everything Is Possible -- Summary -- Chapter 2: The Essentials -- Before You Start Know the Device Conventions -- Know Your Own Conventions -- Design Guide -- Technical Requirements -- Legal and Licensing -- Third-Party Material -- The Game Flow -- Loading Screen -- Licensing Screens -- Title Screen -- Main Menu -- Instructions -- Credits -- Other Main Menu Pages -- Load Game -- Game Options -- Customize -- About -- Difficulty -- High Scores -- The Game Itself -- Music Controls -- Sound Controls -- Voice Volume -- Pause -- In-Game Menu -- Summary -- Chapter 3: Gameplay -- The Design Approach -- Worked Examples -- A Theoretical Example: Hangman -- The Letters How Many Guesses ? -- The Word List -- Game Length -- The Scoring System -- Giving Clues -- Handling the Final Guess -- A Work Example: The Quiz Game -- The Setting -- The Two Rounds -- The Questions and Answers -- The Scoring -- A Practical Example: Space Bounce -- The First Approach -- The Second Approach -- The Obstacles -- Pick-ups -- Player Movement -- Character Positioning -- Character Control -- Elements of the Game -- In the Beginning… in the End -- Designing Objects -- Designing Object Interactions -- Detailing the Specifics -- En Anglais s'il vous plait ? -- Theory Pursues Practice Feature Creep -- Summary -- Chapter 4: Game Balancing -- Balancing Is About Level 1 -- The Fluidity of Training and Levels -- A Training Level -- Abilities -- Pick-ups and Weapons -- Hazards -- Explicit Cues -- Level 1 Is Still a Level -- The Other Levels -- Balancing Is About Education -- Balancing Is About Progression -- Difficulty Factors -- Difficulty Scales -- By Design -- Balancing by Implementation -- A Process -- Summary -- Chapter 5: User Experience -- Basic Principles -- Before the Game -- Game Flow -- Branding -- Interface Conventions -- Visual Dynamics -- The Curse of the Web Testing -- Coding for Design -- Separate Draw and Update -- Auditory Effects -- Pretty State Machine -- Game Screens -- The Title Screens -- Main Menu -- Instructions and Credits -- Summary -- Chapter 6: In-Game Visuals -- The Game Framework -- Room with a Viewport -- Of Image and Collision Data -- About a Player -- Object Metadata -- The Game Interface -- Removing the Interface -- Relocate the Interface -- Represent the Interface -- On Different Devices -- The Input Interface -- Gradual Changes -- Interface Buttons -- The Background -- Scoring System -- The End Game -- Summary Chapter 7: Audio

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484218785
    RVK Categories: ST 250 ; ST 324
    Subjects: Computer games-Programming; Electronic books
    Scope: 1 Online-Ressource (269 p)
    Notes:

    Description based upon print version of record

  3. Polished game development
    from first steps to final release
    Published: [2016]; © 2016
    Publisher:  Apress, New York

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 17 B 1482
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1484218787; 9781484218785
    RVK Categories: ST 324
    Series: Books for professionals by professionals
    Subjects: Computerspiel; Herstellung;
    Scope: xxi, 259 Seiten, Illustrationen, Diagramme, 23.5 cm x 15.5 cm, 0 g