MARC details
000 -LEADER |
fixed length control field |
01668nam a22002657a 4500 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
IIITD |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240503131021.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
240412b |||||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9789351100768 |
040 ## - CATALOGING SOURCE |
Original cataloging agency |
IIITD |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.8 |
Item number |
SYL-D |
100 ## - MAIN ENTRY--PERSONAL NAME |
Personal name |
Sylvester, Tynan |
245 ## - TITLE STATEMENT |
Title |
Designing games : |
Remainder of title |
a guide to engineering experiences |
Statement of responsibility, etc |
by Tynan Sylvester |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc |
Sebastopol : |
Name of publisher, distributor, etc |
O'Reilly, |
Date of publication, distribution, etc |
©2013 |
300 ## - PHYSICAL DESCRIPTION |
Extent |
v, 405 p. : |
Other physical details |
ill. ; |
Dimensions |
23 cm. |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc |
Includes bibliographical references and index. |
505 ## - FORMATTED CONTENTS NOTE |
Title |
Part I. One Engines of Experience<br/>1. Engines of Experience |
-- |
Part II. Two Game Crafting <br/>2. Elegance <br/>3. Skill <br/>4. Narrative <br/>5. Decisions <br/>6. Balance <br/>7. Multiplayer<br/>8. Motivation and Fulfillment <br/>9. Interface <br/>10. The Market |
-- |
Part III. Three Process <br/>11. Planning and Iteration <br/>12 .Knowledge Creation <br/>13. Dependencies <br/>14. Authority <br/>16. Complex Decisions <br/>17. Values. |
520 ## - SUMMARY, ETC. |
Summary, etc |
Describes the principles of computer game design, covering such topics as creating game mechanics, combining narrative with interactivity, building interactions, establishing a metaphor vocabulary, designing through iteration, and your game's market positioning. Describes the principles of computer game design, covering such topics as creating game mechanics, combining narrative with interactivity, building interactions, and establishing metaphor vocabulary. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games -- Design. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games -- Programming. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games -- Psychological aspects. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Video games -- Psychological aspects. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Video games -- Design. |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
Dewey Decimal Classification |
Koha item type |
Books |