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 |