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Introduction to game design, prototyping, and development : (Record no. 816)

MARC details
000 -LEADER
fixed length control field 11270cam a22005537i 4500
001 - CONTROL NUMBER
control field 18074059
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20241202134952.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 140320t20152015njua e b 001 0 eng d
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2014936195
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780321933164
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 0321933168 (paperback)
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)ocn889726495
040 ## - CATALOGING SOURCE
Original cataloging agency AU@
Language of cataloging eng
Transcribing agency AU@
Description conventions rda
Modifying agency LTSCA
-- OCLCO
-- EINCP
-- DLC
042 ## - AUTHENTICATION CODE
Authentication code lccopycat
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672
Item number G53 2015
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.81526
Edition number 23
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.66
Edition number 23
Item number Gi In
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Gibson, Jeremy,
Relator term author.
9 (RLIN) 2814
245 10 - TITLE STATEMENT
Title Introduction to game design, prototyping, and development :
Remainder of title from concept to playable game-with Unity® and C# /
Statement of responsibility, etc. Jeremy Gibson.
246 3# - VARYING FORM OF TITLE
Title proper/short title Game design, prototyping, and development.
300 ## - PHYSICAL DESCRIPTION
Extent xxxi, 908 pages :
Other physical details color illustrations ;
Dimensions 23 cm
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Machine generated contents note: 1.Thinking Like a Designer -- You Are a Game Designer -- Bartok: A Game Exercise -- The Definition of Game -- Summary -- 2.Game Analysis Frameworks -- Common Frameworks for Ludology -- MDA: Mechanics; Dynamics, and Aesthetics -- Formal, Dramatic, and Dynamic Elements -- The Elemental Tetrad -- Summary -- 3.The Layered Tetrad -- The Inscribed Layer -- The Dynamic Layer -- The Cultural Layer -- The Responsibility of the Designer -- Summary -- 4.The Inscribed Layer -- Inscribed Mechanics -- Inscribed Aesthetics -- Inscribed Narrative -- Inscribed Technology -- Summary -- 5.The Dynamic Layer -- The Role of the Player -- Emergence -- Dynamic Mechanics -- Dynamic Aesthetics -- Dynamic Narrative -- Dynamic Technology -- Summary -- 6.The Cultural Layer -- Beyond Play -- Cultural Mechanics -- Cultural Aesthetics -- Cultural Narrative -- Cultural Technology -- Authorized Transmedia Are Not in the Cultural Layer -- The Cultural Impact of a Game -- Summary --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Machine generated contents note: 1.Thinking Like a Designer -- You Are a Game Designer -- Bartok: A Game Exercise -- The Definition of Game -- Summary -- 2.Game Analysis Frameworks -- Common Frameworks for Ludology -- MDA: Mechanics; Dynamics, and Aesthetics -- Formal, Dramatic, and Dynamic Elements -- The Elemental Tetrad -- Summary -- 3.The Layered Tetrad -- The Inscribed Layer -- The Dynamic Layer -- The Cultural Layer -- The Responsibility of the Designer -- Summary -- 4.The Inscribed Layer -- Inscribed Mechanics -- Inscribed Aesthetics -- Inscribed Narrative -- Inscribed Technology -- Summary -- 5.The Dynamic Layer -- The Role of the Player -- Emergence -- Dynamic Mechanics -- Dynamic Aesthetics -- Dynamic Narrative -- Dynamic Technology -- Summary -- 6.The Cultural Layer -- Beyond Play -- Cultural Mechanics -- Cultural Aesthetics -- Cultural Narrative -- Cultural Technology -- Authorized Transmedia Are Not in the Cultural Layer -- The Cultural Impact of a Game -- Summary --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Contents note continued: 7.Acting Like a Designer -- Iterative Design -- Innovation -- Brainstorming and Ideation -- Changing Your Mind -- Scoping! -- Summary -- 8.Design Goals -- Design Goals: An Incomplete List -- Designer-Centric Goals -- Player-Centric Goals -- Summary -- 9.Paper Prototyping -- The Benefits of Paper Prototypes -- Paper Prototyping Tools -- An Example of a Paper Prototype -- Best Uses for Paper Prototyping -- Poor Uses for Paper Prototyping -- Summary -- 10.Game Testing -- Why Playtest? -- Being a Great Playtester Yourself -- The Circles of Playtesters -- Methods of Playtesting -- Other Important Types of Testing -- Summary -- 11.Math and Game Balance -- The Meaning of Game Balance -- Installing Apache OpenOffice Calc -- Examining Dice Probability with Calc -- The Math of Probability -- Randomizer Technologies in Paper Games -- Weighted Distributions -- Permutations -- Positive and Negative Feedback -- Using Calc to Balance Weapons -- Summary --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Contents note continued: 12.Puzzle Design -- Puzzles Are Almost Everywhere -- Scott Kim on Puzzle Design -- Puzzle Examples in Action Games -- Summary -- 13.Guiding the Player -- Direct Guidance -- Indirect Guidance -- Teaching New Skills and Concepts -- Summary -- 14.The Digital Game Industry -- About the Game Industry -- Game Education -- Getting into the Industry -- Don't Wait to Start Making Games! -- Summary -- 15.Thinking in Digital Systems -- Systems Thinking in Board Games -- An Exercise in Simple Instructions -- Game Analysis: Apple Picker -- Summary -- 16.Introducing Our Development Environment: Unity -- Downloading Unity -- Introducing Our Development Environment -- Running Unity for the First Time -- Setting Up the Unity Window Layout -- Learning Your Way Around Unity -- Summary -- 17.Introducing Our Language: C# -- Understanding the Features of C# -- Reading and Understanding C# Syntax -- Summary -- 18.Hello World: Your First Program -- Creating a New Project --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Contents note continued: Making a New C# Script -- Making Things More Interesting -- Summary -- 19.Variables and Components -- Introducing Variables -- Strongly Typed Variables in C# -- Important C# Variable Types -- The Scope of Variables -- Naming Conventions -- Important Unity Variable Types -- Unity GameObjects and Components -- Summary -- 20.Boolean Operations and Conditionals -- Booleans -- Comparison Operators -- Conditional Statements -- Summary -- 21.Loops -- Types of Loops -- Set Up a Project -- while Loops -- do...while Loops -- for Loops -- for each Loops -- Jump Statements within Loops -- Summary -- 22.Lists and Arrays -- C# Collections -- List -- Array -- Multidimensional Arrays -- Jagged Arrays -- Whether to Use Array or List -- Summary -- Summary Exercise -- Moving Forward -- 23.Functions and Parameters -- Set Up the Function Examples Project -- Definition of a Function -- Function Parameters and Arguments -- Returning Values -- Proper Function Names --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Contents note continued: When Should You Use Functions? -- Function Overloading -- Optional Parameters -- The params Keyword -- Recursive Functions -- Summary -- 24.Debugging -- Getting Started with Debugging -- Stepping Through Code with the Debugger -- Summary -- 25.Classes -- Understanding Classes -- Class Inheritance -- Summary -- 26.Object-Oriented Thinking -- The Object-Oriented Metaphor -- An Object-Oriented Boids Implementation -- Summary -- 27.The Agile Mentality -- The Manifesto for Agile Software Development -- Scrum Methodology -- Creating Your Own Burndown Charts -- Summary -- 28.Prototype 1: Apple Picker -- The Purpose of a Digital Prototype -- Preparing -- Coding the Apple Picker Prototype -- GUI and Game Management -- Summary -- Next Steps -- 29.Prototype 2: Mission Demolition -- Getting Started: Prototype 2 -- Game Prototype Concept -- Art Assets -- Coding the Prototype -- Summary -- Next Steps -- 30.Prototype 3: Space SHMUP -- Getting Started: Prototype 3 --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Contents note continued: Setting the Scene -- Making the Hero Ship -- Adding Some Enemies -- Spawning Enemies at Random -- Setting Tags, Layers, and Physics -- Making the Enemies Damage the Player -- Restarting the Game -- Shooting (Finally) -- Adding Power-Ups -- Resolving Race Conditions in Code -- Making Enemies Drop Power-Ups -- Programming Other Enemies -- Adding Particle Effects and Background -- Summary -- Next Steps -- 31.Prototype 4: Prospector Solitaire -- Getting Started: Prototype 4 -- Build Settings -- Importing Images as Sprites -- Constructing Cards from Sprites -- The Prospector Game -- Implementing Prospector in Code -- Adding Scoring to Prospector -- Summary -- Next Steps -- 32.Prototype 5: Bartok -- Getting Started: Prototype 5 -- Build Settings -- Coding Bartok -- Summary -- Next Steps -- 33.Prototype 6: Word Game -- Getting Started: Word Game Prototype -- About the Word Game -- Parsing the Word List -- Setting Up the Game -- Laying Out the Screen --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Contents note continued: Adding Interactivity -- Adding Scoring -- Adding Animation -- Adding Color -- Summary -- Next Steps -- 34.Prototype 7: QuickSnap -- Getting Started: QuickSnap Prototype -- Building the Scene -- Coding the Game -- Summary -- Next Steps -- 35.Prototype 8: Omega Mage -- Getting Started: Omega Mage Prototype -- Building the Scene -- The Mage Character -- Mouse Interaction -- Movement -- The Inventory and Selecting Elements -- Casting the Fire Ground Spell -- Changing Rooms -- Spawning Enemies -- Abstracting the Enemy Interface -- Making an EnemyFactory -- Summary -- Next Steps -- Thanks! -- A.Standard Project Setup Procedure -- B.Useful Concepts -- C# and Unity Coding Concepts -- Math Concepts -- Interpolation -- Roleplaying Games -- User Interface Concepts -- C.Online Reference -- Tutorials -- Unity Resources -- Programming -- Searching Tips -- Finding Assets -- Educational Software Discounts.
520 ## - SUMMARY, ETC.
Summary, etc. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms.<br/><br/> <br/><br/>If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book.<br/><br/> <br/><br/>COVERAGE INCLUDES<br/><br/>In-depth tutorials for eight different game prototypes<br/>Developing new game design concepts<br/>Moving quickly from design concepts to working digital prototypes<br/>Improving your designs through rapid iteration<br/>Playtesting your games and interpreting the feedback that you receive<br/>Tuning games to get the right “game balance” and “game feel”<br/>Developing with Unity, today’s best engine for independent game development<br/>Learning C# the right way<br/>Using Agile and Scrum to efficiently organize your game design and development process<br/>Debugging your game code<br/>Getting into the highly competitive, fast-changing game industry
521 ## - TARGET AUDIENCE NOTE
Source The online book link:
521 ## - TARGET AUDIENCE NOTE
Source https://www.amazon.com/Introduction-Game-Design-Prototyping-Development/dp/0321933168/ref=sr_1_1?dchild=1&keywords=9780321933164&qid=1612786276&sr=8-1
590 ## - LOCAL NOTE (RLIN)
Local note Dr. Sumit Gupta
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title Unity (Electronic resource)
9 (RLIN) 2815
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Programming.
9 (RLIN) 2816
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Design.
9 (RLIN) 2817
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Design.
9 (RLIN) 2818
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Programming.
9 (RLIN) 2819
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Three-dimensional display systems.
9 (RLIN) 759
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element C# (Computer program language)
9 (RLIN) 1354
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Application software
General subdivision Development.
9 (RLIN) 925
658 ## - INDEX TERM--CURRICULUM OBJECTIVE
Main curriculum objective GE201
658 ## - INDEX TERM--CURRICULUM OBJECTIVE
Main curriculum objective
906 ## - LOCAL DATA ELEMENT F, LDF (RLIN)
a 7
b cbc
c copycat
d 2
e ncip
f 20
g y-gencatlg
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Books
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection Home library Current library Shelving location Date acquired Source of acquisition Inventory number Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type Public note
    Dewey Decimal Classification     Computer Studies Bahrain Bahrain ITC.G-WBD 08.02.2021 Bookcase 3000000034   006.66 Gi In 3000000034 12.02.2023 08.02.2021 Books Dr. Sumit Gupta