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Chapter 1: The Role of the Game Designer
Designers You Should Know
Designer Perspective: Sandy Petersen
Designer Perspective: Peter Molyneux
Chapter 2: The Structure of Games
Designer Perspectives: American Mcgee
Designer Perspective: Scott Miller
Designer Perspective: Warren Spector
Chapter 3: Working with Formal Elements
Designer Perspective: Lorne Lanning
Designer Perspective: Marc Leblanc
Designer Perspective: James Ernest
Chapter 4: Working with Dramatic Elements
Designer Perspective: Dr. Ray Muzyka
The Two Great Myths Of Interactive Storytelling
Designer Perspective: Don Daglow
Chapter 5: Working with System Dynamics
Designer Perspective: Alan R. Moon
A Conversation With Will Wright
Chapter 6: Conceptualization
Where Do Game Ideas Come From?
Designer Perspective: Bill Roper
Chapter 7: Prototyping
Using Software Prototypes In Game Design
A Good Mod Kit For First Time Level Designers: The Neverwinter Nights Aurora Toolset
Chapter 8: Playtesting
The Iterative Design Process
Getting The Most Out Of Focus Groups
Chapter 9: Functionality, Completeness, and Balance
Designer Perspective: Rob Daviau
Designer Perspective: Graeme Bayless
Chapter 10: Fun and Accessibility
Designer Perspective: Brian Hersch
Designer Perspective: Bruce C. Shelley
Chapter 11: Controls and Interfaces
Designer Perspective: David Perry
Chapter 12: Team Structures
Designer Perspective: Starr Long
Designer Perspective: Richard Hilleman
Designer Perspective: Matt Firor
Chapter 13: Stages of Development
Designer Perspective: Troy Dunniway
Designer Perspective: Stan Chow
Designer Perspective: Josh Holmes
Chapter 14: The Design Document
Designer Perspective: Chris Taylor
Design Documents-An Interview With Chris Taylor
Perspective From The Trenches: Christopher Rubyor
Chapter 15: Understanding the Game Industry
Beginner Perspective: Jim Vessella
Beginner Perspective: Jesse Vigil
Chapter 16: Selling Yourself and Your Ideas to the Game Industry
Applying For A Job In Game Design
An Interview With A Game Agent
Selling Ideas To The Game Industry
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Table of content
Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)
ISBN: 1578202221
EAN: 2147483647
Year: 2003
Pages: 162
Authors:
Tracy Fullerton
,
Chris Swain
,
Steven Hoffman
BUY ON AMAZON
Qshell for iSeries
The Exit Status and Decision-Making
Command-Line Arguments
Commands
Functions
Scripts - Debugging, Signals, and Traps
Cisco IP Communications Express: CallManager Express with Cisco Unity Express
DTMF Relay for H.323
Goals of Interoperability
Cisco IPC Express Automated Attendant Options
TCL-Based Automated Attendant
Cisco IPC Express System GUI Overview
Systematic Software Testing (Artech House Computer Library)
Detailed Test Planning
Test Implementation
The Test Manager
Appendix B Testing Survey
Appendix C IEEE Templates
Java How to Program (6th Edition) (How to Program (Deitel))
Examples Using Arrays
Case Study: Class GradeBook Using a Two-Dimensional Array
Dynamic Memory Allocation
Collections Algorithms
Properties Class
Competency-Based Human Resource Management
Why a Focus on Jobs Is Not Enough
Competency-Based HR Planning
Competency-Based Employee Development
The Transformation to Competency-Based HR Management
Appendix B Further Suggestions on Employee Development
VBScript in a Nutshell, 2nd Edition
Running Your Code
Windows Script Host 5.6
Why Use WSH?
Section A.3. Comment
Appendix D. Locale IDs
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