000 -LEADER |
fixed length control field |
02286nam a2200253 4500 |
001 - CONTROL NUMBER |
control field |
vtls002095360 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
MY-SjTCS |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20200306153420.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
110218s2000 azu 001 eng |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
1576104257 |
039 #9 - LEVEL OF BIBLIOGRAPHIC CONTROL AND CODING DETAIL [OBSOLETE] |
Level of rules in bibliographic description |
201909171720 |
Level of effort used to assign nonsubject heading access points |
ummi |
Level of effort used to assign subject headings |
201102181541 |
Level of effort used to assign classification |
VLOAD |
-- |
200407271924 |
-- |
VLOAD |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.815117 |
Item number |
ROL |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Rollings, Andrew, |
Dates associated with a name |
1972- |
9 (RLIN) |
12805 |
245 10 - TITLE STATEMENT |
Title |
Game architecture and design / |
Statement of responsibility, etc. |
Andrew Rollings, Dave Morris. |
260 ## - PUBLICATION, DISTRIBUTION, ETC. |
Place of publication, distribution, etc. |
Scottsdale, Ariz. : |
Name of publisher, distributor, etc. |
Coriolis, |
Date of publication, distribution, etc. |
c2000. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xx, 742 p. ; |
Dimensions |
24 cm. |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Introduction. - Pt. I. Game Design. Ch. 1. First Concept. Ch. 2. Core Design. Ch. 3. Gameplay. Ch. 4. Detailed Design. Ch. 5. Game Balance. Ch. 6. Look and Feel. Ch. 7. Wrapping Up. Ch. 8. The Future of Game Design. - Pt. II. Team Building and Management. Ch.9. Current Methods of Team Management. Ch.10. Roles and Divisions. Ch. 11. The Software Factory. Ch. 12. Milestones And Deadlines. Ch. 13. Procedures and "Proces". Ch. 14. Troubleshooting. Ch.15. The Future of The Industry. - Pt. III. Game Architecture. Ch. 16. Current Developmnt Methods. Ch.17. Initial Design. Ch. 18. Use of Technology. Ch.19. Building Blocks. Ch. 20. Initial Architecture Design. Ch.21. Development. Ch. 22. The Run-Up To Release. Ch. 23. Postmotem. Ch. 24. The Future Of Game Development. - Pt. IV. Appendixes. Appendix A. Sample Game Design Documents. Appendix B. Bibliography And References. - Glossary. - Index. |
520 ## - SUMMARY, ETC. |
Summary, etc. |
Games Architecture and Design teaches the craft of design, including gameplay and game balance, team structure and software architecture, as well as more elusive creative concepts such as storytelling and style. This book advocates a rational, design-led approach to developement, aiming primarily for efficiency and the ability to control change using an iterative development cycle. These theories have been applied in practice and have invariably achieved successful results. Now you can apply them to your own game development. - Back cover. |
525 ## - SUPPLEMENT NOTE |
Supplement note |
Accompanied by : 1 computer optical disc (4 3/4 in.) |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Computer games. |
9 (RLIN) |
200261 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Object-oriented programming (Computer science) |
9 (RLIN) |
200262 |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Morris, Dave, |
Dates associated with a name |
1957- |
Relator term |
(j.a.) |
9 (RLIN) |
12807 |
920 ## - Programme |
Programme |
UOSC : 560506, CD560021 |
999 ## - SYSTEM CONTROL NUMBERS (KOHA) |
Koha biblionumber |
20309 |
Koha biblioitemnumber |
20309 |