Flylib.com
Page #161 (List of Exercises)
Previous page
Table of content
< Day Day Up >
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
< Day Day Up >
Previous page
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
MySQL Stored Procedure Programming
Conclusion
Defining a Transaction
Using Triggers
Using MySQL Stored Programs with Python
Tuning Joins
Software Configuration Management
Configuration Control
CM Automation
Appendix M Problem Report (PR)
Appendix V Functional Configuration Audit (FCA) Checklist
Appendix X SCM Guidance for Achieving the Repeatable Level on the Software
Image Processing with LabVIEW and IMAQ Vision
CMOS Image Sensors
Color Images
Digital Imaging and Communication in Medicine (DICOM)
Quantitative Analysis
Shape Matching
C++ How to Program (5th Edition)
Introduction
Exercises
Introduction
Finding Strings and Characters in a string
E.11. The Unconditional Branch: goto
Cisco IOS Cookbook (Cookbooks (OReilly))
Scheduling of Router Commands
Generating a Report of Interface Information
Supporting SNA Priorities
Using a Remote Log Server
Debugging Multicast Routing
Google Maps Hacks: Tips & Tools for Geographic Searching and Remixing
Hack 7. Inside Google Maps URLs
Hack 12. How Far Is That? Go Beyond Driving Directions
Hack 23. Find a Place to Live
Hack 31. Navigate Public Transportation
Hack 56. Pin Your Own Maps to Google Maps with TPhoto
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies