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Game architecture and design / Andrew Rollings, Dave Morris.

By: Rollings, Andrew, 1972-.
Contributor(s): Morris, Dave, 1957- [(j.a.)].
Publisher: Scottsdale, Ariz. : Coriolis, c2000Description: xx, 742 p. ; 24 cm.ISBN: 1576104257.Subject(s): Computer games | Object-oriented programming (Computer science)DDC classification: 794.815117
Contents:
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.
Summary: 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.
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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.

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.

Accompanied by : 1 computer optical disc (4 3/4 in.)