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Fundamentals of game design / Ernest Adams.

By: Adams, Ernest (Ernest W.) [author.]Publisher: Berkeley, California : New Riders, 2014Copyright date: ©2014Edition: Third editionDescription: xiv, 560 pages : illustrations ; 24 cmContent type: text | still image Media type: unmediated Carrier type: volume001: 019629906ISBN: 9780321929679 (pbk.) :Subject(s): Computer games -- Design | Computer games -- ProgrammingDDC classification: 794.81536
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.8 ADA (Browse shelf(Opens below)) 1 Available 112190

Enhanced descriptions from Syndetics:

Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning.

This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Previous edition: 2010.

Includes Internet access.

Formerly CIP. Uk

Includes bibliographical references and index.

Reviews provided by Syndetics

CHOICE Review

This second edition (1st ed., 2006) of Fundamentals of Game Design, which is itself based on the classic Andrew Rollings and Ernest Adams on Game Design (2003), contains significant additions, ranging from coverage of Scrum agile development to recent innovations in user interfaces. Like its predecessor, this work by Adams, an independent game designer, instructor, and writer, focuses on the commercial application of game design instead of taking an academic or engineering approach. The book is formatted into two parts. The first covers game design fundamentals, while the second details special design considerations for each genre. Because of the dynamism of the video game industry, owners of the first edition will find that the updates justify a new purchase. Those new to game design, students, instructors, and industry professionals will find a wealth of information and invaluable tips. In addition, the publisher's Web site provides instructor resources to accompany the book. A familiarity with popular video games is strongly advised. Summing Up: Highly recommended. All levels of undergraduates, graduate students, and two-year technical program students in game design and development programs, researchers/faculty, and professionals/practitioners. A. Chen Cogswell Polytechnical College

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