David Perry on game design: a brainstorming toolbox
Gespeichert in:
Beteiligte Personen: | , |
---|---|
Format: | Buch |
Sprache: | Englisch |
Veröffentlicht: |
Boston, Mass.
Course Technology
2009
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Schlagwörter: | |
Links: | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=021104942&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
Umfang: | XXIX, 1040 S. |
ISBN: | 9781584506683 1584506687 |
Internformat
MARC
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adam_text | Titel: David Perry on game design
Autor: Perry, David
Jahr: 2009
S Contents
Preface........................................................iii
Introduction....................................................xx
Part I How to Use This Book..............................................1
1 Using This Book as a Reference......................................3
Delving Deeper.................................................3
2 Brainstorming and Research.........................................5
Using Brainstorming in Groups....................................5
Kaleidoscope Brainstorming Process................................7
Brainstorming Solo..............................................7
Brainstorming Exercise...........................................8
Brainstorming Examples..........................................9
Games and Research............................................Ð
What to Look For...............................................12
Research Sources...............................................13
Part Il Which Game Will You Make?.......................................15
3 Hooks..........................................................17
Benefits of a Hook..............................................17
Hook Evaluator v3: DP s Forty Questions...........................19
4 What Publishers Want.............................................21
Why Do We Need Publishers?....................................21
Getting Your Game Published....................................21
Preparation for the Pitch.........................................22
Artistic License.................................................26
Pitching Games to Publishers.....................................26
vill Contents
The 45-Second Elevator Pitch.....................................27
A Good Pitch..................................................27
Good Pitches versus Bad Pitches..................................29
Elements of a Game Design Submission...........................30
Getting Work in the Game Industry................................32
5 Game POV and Game Genres......................................33
POV: How to View the Game.....................................33
Basic View Options.............................................33
Types of Graphical Views........................................34
Making 2D Games..............................................35
Future Game Views.............................................35
Visual Styles...................................................36
Game Genres..................................................37
6 Business Models.................................................43
In-Game Advertising............................................44
Around-Game Advertising........................................44
Finder s Fee from First Dollar.....................................45
Advert-Games/Advergaming/Re-Dressed Games....................45
Try before You Buy.............................................45
Episodic Entertainment/Expansion Packs...........................46
Buy the Win...................................................46
Insurance.....................................................46
Financing.....................................................47
Velvet Rope or Member s Club...................................
¦ ¦ 47
Subscription...................................................
Support Tiers..................................................
48
Become a Brand Member ......................................
48
In-Game Stores and Microtransactions ............................
48
Selling Consumables............................................
49
Skill-Based Progressive Jackpots..................................
Player-to-Player Wagering and Item Sales/Trades....................
Pay Players to Meet a Challenge..................................
Charityware...................................................
Sponsored Games/Donationware ................................cn
Contents IX
Player-to-Player Trading/Auctions.................................50
Foreign Distribution Deals.......................................50
Sell Player Access/Co-Registration Offers...........................51
Freeware.....................................................51
Loss Leaders..................................................51
Peripheral Enticement...........................................51
User-Generated Content.........................................51
Pay for Storage Space...........................................52
Host a Private Game Server......................................52
Rentals.......................................................52
Licensing.....................................................52
Sell Branded Physical Items......................................52
Pre-Sell a Game to Its Players....................................53
Before-Game Advertising........................................53
Virtual Item Sponsorship.........................................53
Add Download Insurance........................................53
Feed Me or I Die!...............................................54
Methods of Avoiding Buyer s Regret...............................54
7 Branding........................................................57
Working with Someone Else s Brand...............................57
Picking a Brand................................................58
Creating a Brand...............................................59
Qualities of Successfully Branded Properties........................59
Building Value on a Character Licensed Property....................60
8 Protecting Your Intellectual Property.................................63
Trade Secrets..................................................63
Copyrights.....................................................64
Trademarks....................................................65
Part III Storytelling......................................................67
9 Storytelling Techniques............................................69
Elements of a Good Story........................................70
The Basic Story Arc: Games and the Three-Act Structure..............73
Contents
Joseph Campbell Meets Star Wars and The Matrix...................76
Story and the Player s Character..................................84
Ways to Start a Story............................................89
Ways to End a Story.............................................90
Story Techniques...............................................91
Plot Twists....................................................92
Dilemmas.....................................................94
Timelines....................................................101
Relevance Today (Endless New Ideas!)...........................103
Social Pressures (Grow Every Year)...............................103
Sources of Current Information .................................104
Multi-Session Storytelling.......................................104
Keeping Secrets...............................................105
Wrong-Headedness............................................T 06
Creating Comedy..............................................1 °7
Making Things Scary...........................................116
Enhancing the Player s Emotional Response.......................121
Creating Emotional Responses toward Characters..................124
Story-Builder Activity...........................................125
10 Movie Genres...................................................129
Main Genres..................................................13õ
Sub-Genres..................................................^ 3^
Types of Comedies............................................130
Movie Genres Used in Games...................................13
11 Scenarios......................................................13
Fleeing Something.............................................^
Unexpected Danger...........................................
Hot Pursuit/The Chase.........................................134
Tit for Tat....................................................134
134
Preemptive Strikes.............................................
135
Struggle for Resources.........................................
135
Political Motivations...........................................
135
Environmental Goals...........................................
Cultural Differentiation.........................................
r-..- .__,.-. ......... ____136
Contents Xl
Mortal Threats................................................136
Family and Personal Issues.....................................137
The Plot Thickens.............................................137
Collaborating with the Enemy...................................138
Infiltration ...................................................138
Neutralize the Base ...........................................139
Making an Area Safe ..........................................140
Timed and/or Cyclic Events.....................................141
Ways to Trigger Events and Flags ................................142
Delayed Gratification..........................................143
Qualification Tests (Tests of Worthiness)..........................144
Criminal Investigation .........................................145
Reversals of Fortune...........................................146
Party Members...............................................147
Unwanted Sidekicks...........................................148
Is It Safe?....................................................149
The Call for Help..............................................150
Unexpected Location Changes..................................150
The Obscure Object of Desire...................................151
Innocent Bystanders ..........................................152
Missing Persons ..............................................153
Ways to Gain Allies............................................153
Memory Games ..............................................154
Something s Screwy...........................................154
Time Travel ..................................................155
The Observer.................................................156
The Gauntlet.................................................156
Imprisonment Scenarios.......................................157
Godlike Roles................................................157
Misdirection .................................................158
Part IV Characters......................................................159
12 Character Design................................................161
Dave Perry s Build-a-Character System............................162
Some Characters Are Roles.....................................162
Build a Character..............................................164
XII Contents
Step-by-Step Examples.........................................167
Character Descriptions and Gameplay............................179
Gender/Type of Character......................................180
Character Racial/Species Options................................180
Strong Character Names........................................182
Relationships of Characters.....................................183
Jobs.........................................................184
Character Goals ..............................................184
How a Character Grows.. .Character Arcs..........................186
Character Flaws and Strengths...................................191
Real People s Attributes........................................191
Contrasting Traits..............................................193
Identities....................................................193
Character Traits...............................................198
Quirks.......................................................207
Moods.......................................................209
Hobbies.....................................................211
Religious and Spiritual Practices.................................2I8
Phun with Phobias............................................218
Catchphrases.................................................224
Attributes of Funny Characters...................................225
Kinds of Heroes, Villains, and Minions............................225
Functional Character Roles......................................2
Personality Types..............................................
Mental/Emotional Signals: The Other 93%........................258
Other Ways to Show Character Emotions/States....................26
Physical Changes..............................................
Facial Expressions.............................................
. 270
Ways to Customize Avatars...................................... ,
. .276
Human Universale ...........................................
.281
13 Character Roles and Jobs......................................
.281
NPC Roles.................................................. ?3
NPC Jobs....................................................290
Evil Jobs.................................................... 291
Contents XÜi
Character Species/Type........................................292
Character Race/Ethnicity........................................293
Player Roles in Multiplayer Games...............................294
Military Ranks and Divisions.....................................294
14 Enemies.......................................................303
Types of Enemies.............................................303
More on Bosses...............................................305
Enemy Fighting Styles..........................................306
Boss Battles..................................................307
Ways to Make More Interesting Enemies..........................311
Ways to Encounter Enemies.....................................311
Ways to Avoid Enemies.........................................315
How to Make You Hate Them...................................316
15 Character Abilities...............................................319
Introduction..................................................319
Range of Human Abilities.......................................319
Superhero Abilities List.........................................320
Useful Superhero Jobs/Knowledge...............................323
Statistical Abilities.............................................323
Fighting Abilities..............................................327
Magic Abilities................................................342
Known Superhero List..........................................347
16 Speech........................................................349
Dialog Input..................................................349
Phonetic Alphabets............................................351
Military Time.................................................352
Nicknames...................................................353
Slang........................................................354
Buzzwords...................................................379
Speech Patterns...............................................387
Interactive Conversation........................................393
Common Hand and Body Expressions............................394
SWAT Communications........................................395
XIV Contents
Police and Military Codes.......................................395
Foreign Languages and Foreign Dialogue..........................404
Colorful Language: Scatological Terminology and Other Dirty Words... 404
Part V Worlds.........................................................407
17 Game Worlds...................................................409
What Is a World?..............................................409
Types of Worlds...............................................411
Perception of Freedom.........................................413
Ways to Make a World Feel Alive and Real.........................421
Randomness.................................................431
Cause and Effect..............................................432
Continuity....................................................432
NPCs........................................................432
Animation and Effects..........................................433
Lighting......................................................434
What Is Reality? (Common Reality Distortions).....................443
Dangerous Places.............................................444
Places to Get Lost In...........................................445
Environmental Effects on Locations...............................446
Good Places to Attack or Defend.................................446
Moving or Transient Locations...................................44
Weather Types and Phenomena.................................447
Location Surfaces.............................................44
Location Sizes................................................44
Money and Commerce.........................................
Politics......................................................450
Creating Your World...........................................451
18 Travel.........................................................453
453
The Functions of Travel in Games................................
454
Methods of Travel.............................................
Travel Dos and Don ts..........................................454
455
Types of Vehicles..............................................
Ë Cd
Driving and NPCs..............................................
.. ..456
Im. - - .___I_ _r r .
Contents XV
Secret Routes.................................................460
Ways to Display Maps..........................................461
What to Display on a Map......................................461
19 Objects and Locations............................................463
Some Qualities an Object Can Have..............................464
Other Qualities of Objects in Games..............................468
Relevance to the Game........................................469
Objects by Locations...........................................470
Tools of Magic................................................495
Good Places to Hide Objects....................................495
Objects with Cultural Meaning...................................496
List of Machines...............................................496
The Many Uses of Ordinary Items................................497
Individual Objects Carried by Specific NPCs........................498
Things You Can Also Love......................................499
20 Music and Sound................................................501
Music.......................................................501
Sounds......................................................508
Part Vl Experience Design...............................................511
Section A The Elements of Experience.......................................513
21 Experiential Design..............................................515
Experiential Design Activities....................................515
Things to Do in Games.........................................526
What Can We Learn from Sports Games?..........................533
Defining Fun..................................................539
22 Game Conventions and Cliches....................................549
General Cliches...............................................550
Enemy Clich6s................................................551
Weapons....................................................552
Objects and the Environment...................................553
NPC Cliches..................................................554
XVI
Contents
Martial Arts Cliches............................................555
RPG Cliches..................................................555
FPS Cliches...................................................560
Action Adventure (Platformer) Cliches............................562
RTS Cliches...................................................562
Fighting Game Cliches.........................................563
Racing Game Cliches...........................................563
Simulation Game Cliches.......................................563
Puzzle Game Cliches...........................................564
MMO Cliches.................................................564
Section B Goals and Rewards..............................................567
23 Goals..........................................................569
Introduction to Goals..........................................569
Player-Created Goals...........................................570
Multiple Goals................................................570
Long-Term Goals..............................................571
Intermediate Goals............................................572
Moment-to-Moment Goals (Feedback Systems)....................574
24 Rewards, Bonuses, and Penalties..................................577
Known and Unknown Rewards..................................577
Indirect Rewards..............................................578
Shared Rewards...............................................578
Incremental Rewards..........................................578
Milestone Rewards............................................580
End-of-Game Rewards.........................................580
Bonus Goals and Rewards......................................581
Penalties.....................................................583
Section C Obstacles......................................................585
S 87
25 Barriers, Obstacles, and Detectors..................................DO
Introduction to Barriers and Obstacles............................587
Barriers......................................................
Contents XVII
Obstacles....................................................593
Methods of Detection..........................................593
26 Traps and Counter Traps..........................................597
General Solutions.............................................597
Physical Containment..........................................598
Containment by Threat.........................................604
Restraint (Physical)............................................606
Betrayal/Treachery............................................607
Mental Traps.................................................609
Removal.....................................................611
Injury/Direct Damage..........................................611
Herding and Control...........................................612
Trap-Maker Questions..........................................613
27 Puzzles........................................................615
What Is a Puzzle?.............................................615
Dilemmas....................................................615
Puzzles in Games.............................................616
Puzzle-Based Games...........................................628
Codes and Cryptography.......................................629
A Puzzle Story................................................630
Puzzle Maker.................................................632
Section D Time..........................................................637
28 Controlling Pacing...............................................639
Introduction to Pacing..........................................639
Interest Level and Goals........................................640
Does Focus Equal Pacing?......................................641
Activity Levels.................................................641
Emotional Impact.............................................641
Intensity.....................................................642
Pacing by Genre...............................................642
Pacing of the Game Experience..................................648
XVIII Contents
29 Time Limits and Time Manipulation................................653
Time Limits in Games..........................................653
Time Manipulation............................................657
Section E Communication.................................................661
30 Ways to Communicate with the Player..............................663
Introduction..................................................663
Clues and Information.........................................664
Rules........................................................669
Story Elements................................................669
Foreshadowing...............................................670
Atmosphere..................................................670
Emotion.....................................................675
Misdirection: Ways to Mislead the Player..........................677
Influencing Player Movement....................................679
Section F Common Problems..............................................683
31 Common Game Design Problems..................................685
Ways to Start a Game..........................................686
How to Contain a Player........................................689
How to Destroy a Planet........................................691
Ways to Kill a Character........................................691
Ways to Play with the Players Emotions..........................691
Customizing/Personalizing the Game.............................692
Ways to Make a Game Replayable...............................694
Qualification Tests.............................................695
Things You Can Do with NPCs...................................696
Ways to Protect a Character or Place..............................69
Stealthy Ways to Play..........................................698
The Various Mechanics of Mini-Games............................
32 Ways to Die....................................................701
Direct Causes of Death.........................................701
717
Indirect Causes of Death.......................................
Contents XIX
Torture Methods..............................................720
Other Useful Links.............................................722
Part VII Weapons and Armor.............................................723
33 Historical and Cultural Weapons...................................725
Weapons....................................................725
Armor.......................................................769
Medieval Castles..............................................778
Siege Equipment..............................................782
34 Standard Modern Weaponry and Armor.............................791
Guns........................................................791
Modern Explosives............................................816
Modern Artillery...............................................832
Automatic Artillery and Machine Guns............................841
Armored Fighting Vehicles (AFV)-a.k.a. Tanks......................850
Mines.......................................................883
Aircraft......................................................889
Bombs......................................................946
Ships........................................................951
Depth Charges................................................951
Torpedoes...................................................951
Biological and Chemical Weapons...............................972
Nuclear Weapons.............................................991
Modem Armor...............................................1002
Nonlethal Weapons..........................................1004
Information Warfare..........................................1010
Brainstorming Weapons and Armor.............................1011
35 Epilogue......................................................1013
Index.........................................................1015
|
any_adam_object | 1 |
author | Perry, David De Maria, Rusel |
author_facet | Perry, David De Maria, Rusel |
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id | DE-604.BV037190520 |
illustrated | Not Illustrated |
indexdate | 2024-12-20T14:46:17Z |
institution | BVB |
isbn | 9781584506683 1584506687 |
language | English |
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owner_facet | DE-M347 DE-91G DE-BY-TUM DE-703 DE-859 DE-898 DE-BY-UBR |
physical | XXIX, 1040 S. |
publishDate | 2009 |
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publisher | Course Technology |
record_format | marc |
spellingShingle | Perry, David De Maria, Rusel David Perry on game design a brainstorming toolbox Entwurf (DE-588)4121208-3 gnd Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4076370-5 (DE-588)4010457-6 |
title | David Perry on game design a brainstorming toolbox |
title_alt | On game design |
title_auth | David Perry on game design a brainstorming toolbox |
title_exact_search | David Perry on game design a brainstorming toolbox |
title_full | David Perry on game design a brainstorming toolbox David Perry and Rusel DeMaria |
title_fullStr | David Perry on game design a brainstorming toolbox David Perry and Rusel DeMaria |
title_full_unstemmed | David Perry on game design a brainstorming toolbox David Perry and Rusel DeMaria |
title_short | David Perry on game design |
title_sort | david perry on game design a brainstorming toolbox |
title_sub | a brainstorming toolbox |
topic | Entwurf (DE-588)4121208-3 gnd Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Entwurf Programmierung Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=021104942&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT perrydavid davidperryongamedesignabrainstormingtoolbox AT demariarusel davidperryongamedesignabrainstormingtoolbox AT perrydavid ongamedesign AT demariarusel ongamedesign |
Inhaltsverzeichnis
Paper/Kapitel scannen lassen
Paper/Kapitel scannen lassen
Teilbibliothek Mathematik & Informatik
Signatur: |
0102 DAT 758f 2011 B 1706
Lageplan |
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Exemplar 1 | Ausleihbar Am Standort |