Designing 3D Games that Sell
Material type: TextPublication details: USA: Charles River Media, Inc. 2001Edition: 1stISBN:- 1584500433
- 006.06 AHE
Item type | Current library | Call number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|
Standard Loan | Clonmel Library Main Collection | 006.6 AHE (Browse shelf(Opens below)) | Available | R06637KRCC | ||
Standard Loan | Thurles Library Main Collection | 006.6 AHE (Browse shelf(Opens below)) | Available | R09634KRCT | ||
Standard Loan | Thurles Library Main Collection | 006.6 AHE (Browse shelf(Opens below)) | Available | R09635KRCT | ||
Standard Loan | Thurles Library Main Collection | 006.6 AHE (Browse shelf(Opens below)) | Available | R09636KRCT |
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006.312 RUS Mining the social web / | 006.312 WAL Big Data Analytics with R. | 006.6 ADO Adobe Illustrator CS5 : classroom in a book : the official training workbook from Adobe Systems. | 006.6 AHE Designing 3D Games that Sell | 006.6 HWU GPU computing gems / | 006.6 HWU GPU computing gems / | 006.622 HEA Computer graphics with OpenGL / |
Enhanced descriptions from Syndetics:
Providing information on how to develop a game that will really get published, this text provides step-by-step instructions on how to conceptualize, design, and develop a saleable game.
Providing information on how to develop a game that will "really" get published, this text provides step-by-step instructions on how to conceptualize, design, and develop a saleable game. Written by the developer of "Dead Reckoning" and "Sorcerer", this book teaches developers how to approach game design from the product design viewpoint. Instead of showing how to create a game and then try to get it published, the book teaches how to look at the game from the publisher and consumer perspective first. What does a game need to make it publishable? What will make it enticing to the target audience? All of these question are answered beginning with the brain storming, market research, and team building stage, and then moving to the design, creation, and documentation phases. The CD also covers all of the tools needed to create a game and contains tools, source code, and games used by real game developers.