000 01057nam a2200169 a 4500
245 1 0 _aRaw game design /
_cTadhg Kelly
008 151014n 000 0 eng d
100 _aKelly, Tadhg
020 _a9781138782365
505 0 _aPrologue: 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
260 _a[S.l.] :
_bRoutledge,
_c2016.
650 7 _aGame design
_2sears
005 20170126100918.0
001 62336
003 UOWD
942 _cPREORDERED
999 _c27709
_d27709