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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
Agile Project Management: Creating Innovative Products (2nd Edition)
Build Adaptive (Self Organizing, Self Disciplined) Teams
Envision Summary
Practice: Product Feature List
Practice: Performance Requirements Cards
Speculate Summary
Beginning Cryptography with Java
Symmetric Key Cryptography
Message Digests, MACs, and HMACs
Asymmetric Key Cryptography
Distinguished Names and Certificates
Key and Certificate Management Using Keystores
Cisco IP Telephony (CIPT) (Authorized Self-Study) (2nd Edition)
Review Questions
Transformation Masks
Music on Hold Resources
Review Questions
Bulk Trace Analysis
The Complete Cisco VPN Configuration Guide
Concentrator Models
Microsoft Client Connections
ISAKMP/IKE Phase 1 Connections
PIX and ASA Site-to-Site Connections
Summary
Ruby Cookbook (Cookbooks (OReilly))
Printing a Hash
Searching a Hash with Regular Expressions
Picking a Random Line from a File
Adding Graphical Context with Sparklines
Automating Backups
Understanding Digital Signal Processing (2nd Edition)
REFERENCES
Chapter Five. Finite Impulse Response Filters
PHASE RESPONSE OF FIR FILTERS
Appendix A. The Arithmetic of Complex Numbers
Section G.2. SINGLE COMPLEX FSF FREQUENCY RESPONSE
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