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 |