Raw game design / Tadhg Kelly
Material type: TextPublication details: [S.l.] : Routledge, 2016.ISBN:- 9781138782365
Item type | Current library | Call number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|
PRE-ORDERED | University of Wollongong in Dubai On Order | 794.81526 KE RA (Browse shelf(Opens below)) | Ordered | T0052134 |
Prologue: An opening story - Introduction - Dedication - Part 1: Overview - What Is Game Design? - The Case For Standards - Documents Are Design - Alternative Methods - The 13 Rules Of Raw Game Design - Part 2: Validation - How To Begin - The Gamespec Canvas - The Global/Modal Mixmodes - Of Game Shapes And Dynamic Diagrams - The Levers Of Game - Good Interactions - Resource Webs - Rules Rules Rules - Part 3 Expression - Draw First, Then Write - Wireframing 101 - The First Page - The Holy Bullet Point - The Gamespec Style Guide - Common Editing Pitfalls - Handling Feedback - Logging for Success - Epilogue: A story of when things went well - Glossary
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