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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
Crystal Reports 9 on Oracle (Database Professionals)
Oracle SQL
Optimizing: The Oracle Side
Data Dictionary Report
Appendix A Common Issues
Appendix B Functions
Absolute Beginner[ap]s Guide to Project Management
Important Questions Project Planning Should Answer
The Impact of the Project Schedule
Common Budget Challenges
Powerful Tools and Techniques for Project Quality
Value of Reviewing Stakeholder Expectation Management
Lotus Notes and Domino 6 Development (2nd Edition)
Forms Design
Shared Resources
Working with Statements
Writing LotusScript for Domino Applications
Real-World Example 4: Return a Web User to the Place Where He Started After a Document Is Submitted: WebQuerySave-DocSubmit
Professional Struts Applications: Building Web Sites with Struts ObjectRelational Bridge, Lucene, and Velocity (Experts Voice)
Creating a Struts-based MVC Application
Form Presentation and Validation with Struts
Building a Data Access Tier with ObjectRelationalBridge
Creating a Search Engine with Lucene
Building the JavaEdge Application with Ant and Anthill
Special Edition Using FileMaker 8
Troubleshooting
Deriving Meaning from Data
Importing Photos from a Digital Camera
Importing from an ODBC Data Source
Peer-to-Peer Hosting
VBScript in a Nutshell, 2nd Edition
Reusable Code Libraries
WSH Language Elements
Section A.15. String Manipulation
Section C.2. String Operator
Section E.1. How Encoding and Decoding Works
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